DefleMask - A Multi-System Tracker

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Delek
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Post by Delek » Sun Nov 13, 2011 1:18 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).

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Delek
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Post by Delek » Sun Dec 04, 2011 10:40 pm

HOLY SHI!, DefleMask 5.0 RELEASED!. :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.

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Post by Chilly Willy » Sun Dec 04, 2011 11:25 pm

Once again, a great release. :D

Your link at the top of the page you link still points to the v4.0 changelog instead of the new v5.0 changelog. You might want to change that.

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Delek
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Post by Delek » Sun Dec 04, 2011 11:33 pm

Chilly Willy wrote:Once again, a great release. :D

Your link at the top of the page you link still points to the v4.0 changelog instead of the new v5.0 changelog. You might want to change that.
Thanks a lot!, fixed. :D


DefleMask playing a Game Boy Tune @YouTube!: :D
Delek - BeachBoy (@DefleMask Tracker - Game Boy)

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Delek
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Post by Delek » Thu Dec 08, 2011 10:43 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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ElBarto
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Post by ElBarto » Fri Dec 09, 2011 10:38 am

Hello Delek,

I'm starting Neo-Geo development and I was wondering if adding the YM2610 was planned ?

Cheers

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Post by Delek » Sat Dec 10, 2011 8:53 pm

ElBarto wrote:Hello Delek,

I'm starting Neo-Geo development and I was wondering if adding the YM2610 was planned ?

Cheers
Yes, it is planned!, also Commodore's SID and more!.

Btw, 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 by Delek » Sat Dec 17, 2011 8:12 pm

Some huge changes will be introduced on the 5.2 version, SID support maybe?. :O

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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Delek
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Post by Delek » 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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Delek
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Post by Delek » Mon Apr 02, 2012 6:04 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.

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Best Regards,
Delek.

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Delek
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Post by Delek » Mon May 14, 2012 1:12 am

DefleMask 6 Released!. HuC6280 and of course PC-Engine/TurboGrafx-16 added!, and lot of bugs fixes and addons. WIIIIiii11!!!!!.

NEWS:
01: Soundchip Added: Hudson Soft HuC6280.
02: System Added: NEC PC-Engine/TurboGrafx-16.
03: Effect Added for PC-Engine/TurboGrafx-16: 10xx - Set Wave.
04: Effect Added for PC-Engine/TurboGrafx-16: 11xx - Enable Noise Channel.
05: Effect Added for PC-Engine/TurboGrafx-16: 12xx - LFO Mode.
06: Effect Added for PC-Engine/TurboGrafx-16: 13xx - LFO Speed.
07: Added the feature to copy notes and volume values from patterns and paste them on Macros (with different positions too).
08: Added a value list down any Macro, so you can edit the envelopes by entering numbers.
09: Added a Selected WAVE memory, so you can test different instruments macros with different waves without losing the previous selection.
10: Now to clear the Loop arrow in a Macro you have to simply done a right click in the Loop bar.
11: Added the latest vgm_play Winamp plugin in order to play PC-Engine and Game Boy VGM files (however, the in_vgm plugin for Winamp included with DefleMask will not process the LFO of the PC-Engine, the MAME's core is not complete).
12: Bugs fixed.
13: Manual Updated.

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Best Regards,
Delek.

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Post by Chilly Willy » Mon May 14, 2012 2:27 am

Really neat! I noticed the manual is messed up for the PCE... some of the pages show SMS manual pages instead.

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Delek
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Post by Delek » Mon May 14, 2012 2:31 am

Seems that is the cache, I'm checking it right now and everything appears to be fine. :S Try to clear the cache or press F5 inside the System's HTML Macro.

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Post by Chilly Willy » Mon May 14, 2012 10:44 pm

F5 worked... that's weird - why would clicking a link cause the wrong page to be loaded when loading html files from a hard drive?

For example, I paid attention this time, and clicking the FAQ5 link caused the FAQ3 file to be loaded, even though the link was to the FAQ5 file. :?

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Delek
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Post by Delek » Tue May 15, 2012 12:43 am

Yeah, I suffered that problems while I was updating the manual. Cache memory = fail. :(

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