BotB Academy Bulletins
Level 9 Playa
post #19953 :: 2012.09.11 7:23pm :: edit 2012.09.11 7:24pm
  kleeder, jrlepage, anewuser, HertzDevil, Chip Champion, Strobe and zanzan liēkd this
WOW!, DefleMask 8 Released!. MANY NEWS! and changed a little the work flow of the tracker.

So far this machine supports: SEGA Genesis, SEGA Master System, Nintendo Game Boy, NEC PC Engine, Nintendo NES, and YAMAHA YMU759.
And each of your tracks can be exported to a ROM image to listen on the actual Hardware.

NEWS OF DefleMask 8:
Soundchip Added: Ricoh 2A03
System Added: Nintendo NES
Effect Added: EFxx - Global Fine Pitch (AWESOMEEE!!).
Added NSF Export for Nintendo NES.
Added support for raw PCM samples in Nintendo 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).

Level 30 Mixist
post #19954 :: 2012.09.11 9:53pm
Maybe it's time I finally learned how to use this DefleMask doohickey.
Level 27 Renderist
post #19956 :: 2012.09.12 12:01am
NSF export seem to be broken. It doesn't work with NSFPlay.
Level 9 Playa
post #19957 :: 2012.09.12 4:31am
NSFPlay do not support yet the hack that Defle is doing to get the apu timer. However it works on the actual hardware via PowerPak and NSFPlay will be updated soon to support playback of DefleMask NSFs.
Level 31 Chipist
post #19960 :: 2012.09.12 9:20am
  anewuser and Baron Knoxburry liēkd this
:))))) the more I use DefleMask the more I like it.
Level 31 chipist
Chip Champion
post #19961 :: 2012.09.12 9:55am
aw man i was hoping for SID support for defle 8 :::(((((

anyways keep up teh good work
Level 9 Playa
post #19967 :: 2012.09.12 4:51pm
Thankss. SID support would be added, but the emulation of that hybrid analog/digital machine is very unacurate and difficult.
Level 24 Chipist
post #19971 :: 2012.09.13 4:17am
  Jangler liēkd this
it took me a bit more than 4 minutes to figure out that the global fine pitch effect below EF6F effectively mutes everything
Level 9 Playa
post #19972 :: 2012.09.13 7:50am :: edit 2012.09.13 1:48pm
It does not mute everything, but at that decrement, all of the frequencies will be under the lower limit of the selected chip. So you will hear nothing. You simply cant go to infinity or -infinity frequencies.

Wow I find a bug regarding to this, after setting a new frequency by EF, the entire tracker will use that frequency even if you are not playing the track. It is fixed and I re-uploaded DefleMask, also with the addon to select STEP=0, in order to prevent the movement of the cursor while you are entering notes.

So please Re-download it.
Level 25 Chipist
post #19988 :: 2012.09.15 3:25pm
  Slimeball liēkd this
Here's a build of NSFPlay that will handle Deflemask NSFs:
Level 20 Chipist
post #19989 :: 2012.09.16 2:14pm :: edit 2012.09.16 2:16pm
Here's something I made to try out (and beta-test) the new Deflemask and its 7-bit PCM capabilities!
Level 16 OHCist
Soiled Bargains
post #19990 :: 2012.09.16 2:40pm
Any plans to support DPCM?
Level 9 Playa
post #19991 :: 2012.09.16 2:54pm
jrlepage: NICE PCM DRUMS!!

Soiled Bargains: Not in a short time, importing WAV and translate them to the ADPCM strange encoding require some complex stuff and there are other priorities now for DefleMask. Also, PCM is always better than ADPCM. Are you doing a game and you need ADPCM so save CPU time?.
Level 16 OHCist
Soiled Bargains
post #19992 :: 2012.09.16 3:19pm
Sadly, I'm no NESdev'r. I ask because some 2A03-only OHBs here ban the use of PCM. It is more often than not used as a mixer to add some pseudo-channels (such as with Pornotracker I believe). The NSF OHB going on right now is one such example of PCM bannery.
Level 20 Chipist
post #19993 :: 2012.09.16 3:29pm
Regarding DPCM, I understand that converting WAVs to DPCMs might be problematic, but there are plenty of DMC files floating around, and a handful of programs that would let one convert them externally. Perhaps allowing DPCM for now while still reporting the internal converter would be a good compromise?
Level 9 Playa
post #20020 :: 2012.09.19 2:27pm :: edit 2012.09.19 2:27pm
  Baron Knoxburry liēkd this
That will require lot of code, file checks, special loader for DMC, switching of modes while playing the NES tune (DPCM or RAW PCM), rewrite of the Player, etc, etc. I will consider this after adding more important stuff.

So far DefleMask is a Only-RAW-PCM support in NES, just like MuseTracker but with variable sampling rate, not only forced to use 7.2khz files (for this reason I consider DefleMask superior than MuseTracker).
Level 23 Chipist
post #20026 :: 2012.09.19 8:39pm
Soiled, IIRC PornoTracker/MuseTracker doesn't support the $4011 hack. You're thinking of SuperNSF, which is an "it2nsf"-style script and not an actual tracker.

If DefleMask supported the $4011 hack, it'd be the first tracker to do so.
Level 30 Chipist
post #20027 :: 2012.09.19 10:08pm :: edit 2012.09.19 10:22pm
delek! is there any chance in implementing a (faded out) view for previous/next frames in the pattern view?

it's probably by far my favourite underappreciated thing about openmpt/famitracker and it really helps workflow when writing music
Level 27 Renderist
post #20028 :: 2012.09.20 12:44am :: edit 2012.09.20 12:49am
MuseTracker supports DPCM too. ;)

ElHuesudoII: $4011 is the DAC register. It's not a hack. The fact that DefleMask uses PCM means it is using $4011. :)

DPCM is also decoded to use $4011. DPCM is basically 1-bit DPCM to 7-bit PCM decoding.

SuperNSF adds between 2 to 4 samples together minus a saturation table to make sure that they do not clip. Basically it gives the appearance of 4 channels but it's really just smushing everything together and making sure that nothing leaks. :)
Level 23 Chipist
post #20029 :: 2012.09.20 9:14am
b00daw: I know $4011 is the register, I refer to it as "$4011 hack" because SuperNSF uses it in a way no other does.
Level 27 Renderist
post #20047 :: 2012.09.22 6:49pm
*still cringes* As I understand and use the oldschool definition of "hack", it means to cleverly use intelligence to technically achieve something out of the ordinary; usually involving electronics or coding -- I agree with you. However it's vague in your definition. There are lots of "$4011 (or PCM) hacks" since PCM was rarely used musically. I believe Action 52 and Skate or Die 2 are the only known examples. What sets SuperNSF aside is that it uses mixing. So that you are better understood it may be helpful for you to say "PCM mixing hack" or "$4011 mixing hack." :X

*crawls off to his geeky cave of shame*
Level 23 Chipist
post #20048 :: 2012.09.22 7:07pm
  b00daw liēkd this
$4011 mixing hack it is, then.
Level 9 Playa
post #20053 :: 2012.09.23 9:48am :: edit 2012.09.23 9:48am
DefleMask 8 Update 4 arrived to improve even more the workflow!.

UPDATE 4 (@ 23/09/12):
Added new shortcuts: Ctrl+Left/Right to swap between channels.
Now while editing effects the cursor will move to the next effect value rather than go downwards.
Now you can move the Instrument Editor Window with Alt+Up/Down, now the users without a mouse wheel should scroll it fine.
Now you can use Shift+Enter to play only the current pattern.
Now you can control the Sliders with the mouse wheel, this give you more precise control for them (for example, in the pattern matrix position).
Now the artist name and song name are correctly stored in rom files of NES and Game Boy.
Changed the Next/Previous Instrument shortcut to Alt+Left/Right, in order to avoid conflicts with the Selection (previously it was Shift+Left/Right).
Fixed the Full Screen crash, now you can press Alt+Enter and DefleMask will appear in Full Screen mode.
Fixed a bug in Genesis that was present after loading some type of presets.
Fixed a bug after loading a DMF that was causing to load incorrectly the Pitch and Amp of the Samples.
Fixed the relation between EDxx (note delay) and other effects.
Fixed a crash while using Step 0.
Both Linux and Windows builds updated.
Manual Updated.

Level 19 Chipist
post #20085 :: 2012.09.25 2:58pm
  kfaraday liēkd this
kfaraday: and milkytracker
Level 9 Playa
post #20107 :: 2012.09.26 2:09pm :: edit 2012.10.16 3:03pm
Guys, CRITICAL UPDATE to DefleMask, a potential crash was introduced in one of the latest updates, so it is priority to update it to the Update 6 (you should read Ver. 8 u6 in the Intro/About Screen). Many thanks for the feedback guys, specially to jrlepage.

UPDATE 6 (@ 26/09/12):
Fixed a huge stability issue, a crash condition was discovered by users and fixed!.
Fixed a bug after loading a DMF from OS Explorer that was causing to load incorrectly the Pitch and Amp of the Samples.
Both Linux and Windows updated.

Update 8 (@ 04/10/12):
Added one more octave to the SN76489.
Fixed a bug in the WAVE Channel of Game Boy.

UPDATE 9 (@ 06/10/12):
Fixed a bug while loading extreme large DMF files.
Fixed a bug while exporting extreme large ROM files.
Song Added for PC-Engine: Daniel Greenwood - Hiver.
Both Linux and Windows builds updated.

UPDATE 10 (@ 10/10/12):
Now the NOTE-OFF do not cancel the portamento effect.
Added Go To Bottom key, default: KEY END.
Now you can reach the highest frequency of the SN76489 (A-7#).
Fixed a bug in the Waveform Display (a random vertical bar moving across the waveform).
Both Linux and Windows builds updated.
Manual Updated.

UPDATE 11 (@ 12/10/12):
Now you can press Ctrl+S to save the module at any time (and changed the default Custom Shrink shortcut to Ctrl+W to avoid a fight with the Quick Save).
Now the instrument list will not be closed after you select an instrument (you can test the ins list faster).
Fixed a small bug in the YAMAHA YM2612 emulation.
Now the NOTE-OFF do not cancel the portamento effect.
Added Go To Bottom key, default: KEY END.
Now you can reach the highest frequency of the SN76489 (A-7#).
Manual Updated.
Both Windows and Linux builds updated.

UPDATE 12 (@ 13/10/12):
Added SSG-EG Controls to the YAMAHA YM2612 (correctly implemented, not as in VGMMM).
Manual Updated.
Both Windows and Linux builds updated.

UPDATE 13 (@ 16/10/12):
Fixed a bug in the PC-Engine's Channels volume while using ECxx (Note Cut) effect.
Fixed the Waveform viewer layer order while loading instruments.
Fixed the position of the close instrument window button while loading instruments (it moves down too).
The instrument window now is 20% darker to avoid visual confusion with the patterns.
Fixed many GUI issues.
Removed a temp file creation.
Both Windows and Linux builds updated.


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