DefleMask Improvements/Suggestions
BotB Academy Bulletins
 
 
21022
Level 27 Renderist
b00daw
 
 
 
 
post #21022 :: 2012.12.18 10:13am :: edit 2012.12.18 10:27am
Since BotB has haeights and lieks, I thought this would be a more appropriate forum for discussing necessary bugfixes, changes to UI, suggestions/requests, and overall changes to DefleMask for Delek to see and how many people support or do not support them.

I believe that everyone should be able to bump this thread as much as they like as long as they have a new suggestion to add.

Rules are ONE IMPROVEMENT/SUGGESTION PER REPLY. That way BotBr's can liek/haeight each reply. Also please signify whether your post is an improvement or suggestion.

An improvement is a change to something that already exists. A suggestion is something entirely new that DefleMask does not have; for example: a new chip, etc.

OK. Let's be helpful and brutal to lovely Mr. Delek sir.
 
 
21023
Level 27 Renderist
b00daw
 
 
 
 
post #21023 :: 2012.12.18 10:14am :: edit 2012.12.18 10:15am
  
  iamgreaser and Slimeball liēkd this
=Improvement=

++/-- increments/decrements to track ticks should be in increments of 8 instead of 10.
 
 
21024
Level 27 Renderist
b00daw
 
 
 
 
post #21024 :: 2012.12.18 10:20am
=Improvement=

For 2a0x, please add use of DPCM and PCM to be exchangable. That way DMC samples can be reused and DefleMask can be more standardized. DPCM can also be edited/distorted on the fly in MMC5 and FDS mode. Otherwise it can be edited with NSF mapper as well.
 
 
21025
Level 27 Renderist
b00daw
 
 
 
 
post #21025 :: 2012.12.18 10:22am
=Improvement=

For 2a0x, please add "multi-channel" mixed PCM support for 2a0x to the extend that SuperNSF can play back samples via tuning arrays.
 
 
21026
Level 27 Renderist
b00daw
 
 
 
 
post #21026 :: 2012.12.18 10:23am
  
  Grumskiz liēkd this
=Improvement/Suggestion=

Please allow for the command column in the sequencer to be edited vertically per nybble. Otherwise it is very tedious/annoying for the work flow.
 
 
21027
Level 27 Renderist
b00daw
 
 
 
 
post #21027 :: 2012.12.18 10:26am
  
  Slimeball hæitd this
  
  Grumskiz, iamgreaser, null1024 and Chip Champion liēkd this
=Improvement=

Please add a stereo panning macro for stereo-capable chips: Game Boy, PCE, Game Gear, Genesis, etc.
 
 
21028
Level 27 Renderist
b00daw
 
 
 
 
post #21028 :: 2012.12.18 10:44am :: edit 2012.12.18 10:53am
  
  radian, iamgreaser and null1024 liēkd this
=Suggestion=

Please add Colecovision support.

http://www.theadamresource.com/schematics/ColecoVision%20Circuit%20Board%20Rev.H2%20Canada%20-%20top.jpg

To the left of the GI BIOS ROM it appears that ColecoVisions use a true SN76489 instead of any Sega products that use all-in-one ASIC chips. This means that a custom clock crystal can be put on pin 14 of the SN76489 to produce lower or higher frequency tables ; which is not capable (afaik -- any pinouts available?) with the Sega ASICs. It would be nice to underclock the chip. :) The VGM format already takes this into consideration.
 
 
21029
Level 27 Renderist
b00daw
 
 
 
 
post #21029 :: 2012.12.18 10:45am
=Improvement=

Automatically include filenames when exporting songs of all formats. Otherwise files export as .ext.
 
 
21030
Level 27 Renderist
b00daw
 
 
 
 
post #21030 :: 2012.12.18 10:46am :: edit 2012.12.18 10:47am
=Improvement=

Buzz or not, please include multi-bank samples for Game Boy. Project S-11 has some great music even though it's a little buzzy. As we know it is the nature of the chip; as the WAV channel needs to be off for WAV RAM to be written.
 
 
21031
Level 27 Renderist
b00daw
 
 
 
 
post #21031 :: 2012.12.18 10:48am
=Suggestion=

Please take advantage of alternative refresh rates for formats like NSF and GBS as they could be reproduced easily on hardware and create new elements of composition ability; for example: Chibi-tech's Myun-Step -- the first fully accepted alternate refresh song.
 
 
21034
Level 27 Renderist
b00daw
 
 
 
 
post #21034 :: 2012.12.18 11:01am
=Improvement=

Please add interchangeable 4-bit PCM/pulse support to SN76489 chip-using consoles/computers. It should be able to be used for channels 1 and 2; leaving 3 alone with 4 so that they can work together to produce 6.25% duty pulse AKA tuned noise (sic).
 
 
21035
Level 25 Chipist
rainwarrior
 
 
 
post #21035 :: 2012.12.18 11:02am :: edit 2012.12.18 11:30am
  
  Grumskiz and b00daw liēkd this
b00daw I have no idea how you make multiple reply posts in a row. I don't seem to have that option.

=Improvement=

Add a scroll bar for the instrument view. Allow the instrument view to take focus so the user can use cursor keys or pgup/pgdn (instead of uselessly moving around the pattern) to scroll instead of the mouse wheel (I am on a laptop and the wheel substitute is difficult to use).

=Improvement=

Keyboard commands for switching patterns. If they exist already, please add to manual HTML documentation. Also, whenever I switch to the pattern view it seems to scroll back to the top, forcing me to scroll down again to reach lower patterns.

=Suggestion=

Is there any way I can load/save files outside the Deflemask folder? For backup and source control purposes I do not like to keep my document files in the same place as executable files.

=Suggestion=

To select a waveform for a PC-E instrument, it appears I have to create a wave macro. There is a "selected wave" option at the top but it only seems to affect previews of the instrument, not when it's actually placed in a pattern. Also, I can't seem to update a PC-E waveform while the track is playing; I have to stop and restart playback to get the change to take effect.
 
 
21037
Level 21 Chipist
jrlepage
 
 
 
post #21037 :: 2012.12.18 12:11pm :: edit 2012.12.18 12:15pm
I've been collaborating with Delek a lot in the past few weeks so I'll take the liberty of answering some of these for him. He can correct me if I say something ridiculous.

rainwarrior: both your improvements are implemented in the alpha build I have here, so they're going to be in the next release. In the meantime though you can use Alt+arrows to scroll the instrument window.

b00daw: Custom refresh rates are already supported. And... There have been many NSFs with custom refresh rates before chibitech's dubstep track.

Also, in the alpha build, the cursor scrolls down instead of right when entering effects, so again, it'll be fixed in Deflemask 9.

DPCM has been suggested, but I think it was pushed until later because Delek would need to create a WAV->DMC converter, and I believe Delek said it would be complicated to implement due to the nature of the program, something like that (I'll let him give the details). I'm of the opinion that in the meantime, the tracker could allow pre-existing DMCs to be loaded, but again I think the infrastructure of the tracker makes it difficult to change the behaviour of a channel on the go (barring stuff like TG-16 samples).

I think the ++ and -- buttons should change row highlight by 8 as well. Maybe pattern rows, too.
 
 
21038
Level 9 Playa
Delek
 
 
post #21038 :: 2012.12.18 3:01pm :: edit 2012.12.18 3:03pm
  
  kleeder liēkd this
Thanks a lot for the feedback, almost all of the request are already implemented in the current build. And I will try to include all of the user feedback in DefleMask 9. Regards.
 
 
21039
Level 28 Chipist
KungFuFurby
 
 
 
post #21039 :: 2012.12.18 3:24pm
He can post multiple times in a row... at the cost of some boons per (double/triple/etc.)-post.
 
 
21044
Level 25 Chipist
rainwarrior
 
 
 
post #21044 :: 2012.12.18 4:14pm
Isn't a custom refresh rate incompatible with the NSF PCM sample stuff?
 
 
21045
Level 31 chipist
Chip Champion
 
 
 
post #21045 :: 2012.12.18 4:38pm
  
  raphaelgoulart, Interrobang Pie, iamgreaser, b00daw and Slimeball liēkd this
=Suggestion=

SID support

"give da peepol vut dey vant!"
 
 
21046
Level 21 Chipist
jrlepage
 
 
 
post #21046 :: 2012.12.18 4:44pm :: edit 2012.12.18 5:01pm
  
  Slimeball hæitd this
  
  Slimeball liēkd this
 
 
21054
Level 9 Playa
Delek
 
 
post #21054 :: 2012.12.18 7:09pm
  
  b00daw, jrlepage and null1024 liēkd this
C64 is already added in DefleMask 9.
 
 
21058
Level 27 Renderist
b00daw
 
 
 
 
post #21058 :: 2012.12.18 9:17pm
@rainwarrior: If you please, you can reclick the thread link to your right in order to get a bump box to enter all of your individual suggestions so that they may be liek/haeighted. I may put up a bug post regarding the restriction of bumps of first post.

@jrlepage: I am very much aware that Chibi-Tech's song was not the first song to use alternate refresh rates. I've made many public songs using faster refresh rates before she has. Regardless, her song was accepted highly by the masses. This means that others will want to use this feature as well. More interestingly, the clock speeds within the GBS format I believe are rarely used. This may provide us other ways to make LSDJ/Nanoloop sounding GBS files.

@rainwarrior: Regarding custom refresh rates and PCM, I believe that may be an issue of programming and NSF1. With IRQs, I believe that you could play PCM samples at specified rates while constantly adjusting the refresh rate on the fly or using a custom refresh rate.
 
 
21060
Level 25 Chipist
rainwarrior
 
 
 
post #21060 :: 2012.12.18 11:00pm
I don't have a bump box. I'm not old enough: http://battleofthebits.com/lyceum/View/Bonus+Magic+Power/
 
 
21063
Level 27 Renderist
b00daw
 
 
 
 
post #21063 :: 2012.12.19 9:48am
Off topic:

I wasn't sure that it even still applied. That was a feature from back in BotB 1.0 days. We are on BotB 2.0 now.

I don't think we even have image uploads anymore for donate or level 23. I guess if you say it still applies then it does. You'll be close to level 13 anyway.
 
 
21064
Level 28 Chipist
null1024
 
 
 
post #21064 :: 2012.12.19 11:49am
Bonus Magic Power still exists [hell, that list was recently updated], but I'm level 24 and I don't see any way to do image uploads.
 
 
21070
Level 9 Playa
Delek
 
 
post #21070 :: 2012.12.19 4:48pm
Rainwarrior: You should change the Waveform without using the macro with the SET WAVE effect. And yes, the Selected Wave is for preview only.
 
 
21080
Level 25 Chipist
rainwarrior
 
 
 
post #21080 :: 2012.12.19 10:27pm :: edit 2012.12.19 10:34pm
  
  b00daw liēkd this
I tend to want to associate an instrument with a waveform, more than I'd want to use an effect. I would just do it with a wave macro, that's fine. I was just confused that I had to do it because of the "selected wave" option at the top, which I assumed was applying to the instrument, because it sounded like it applied to the instrument as I was editing. I did not realize that "selected wave" was a not part of the instrument until later when I was playing back my song and it did not sound the way I expected.

==Improvement==

Macro editing as text always starts with the cursor at the beginning-- on long macros it takes a lot of taps on the cursor key to get where you want. Home/end do not work in this field, and neither does clicking to move the cursor. These would help move around in the macro text more efficiently.
 
 
21767
Level 25 Chipist
rainwarrior
 
 
 
post #21767 :: 2013.01.19 5:04pm
  
  Grumskiz and Slimeball liēkd this
Some more thoughts. These are problems I had with 8u23. I know there is a later version now, but the site is down (says it's out of bandwidth) so I can't download the new one. These are basically all about trying to open files in Deflemask.

1. If a file is from a later version, trying to double-click to open will give no error message and just start Deflemask with a blank document.

2. If opened manually, the error message is unhelpful. "Error, invalid file!" "Error: Unknown Format." "Error 00: Internal Format Error." If there is a version number in the document, can't Deflemask tell me I need a later version of the program? How do I tell a garbled file from an easily solved problem like a newer version?

3. The load file chooser is locked to a directory specified by the currently selected system, and cannot browser any other folders. It is inconvenient to have to find the Deflemask folder, figure out which system it belongs, and move the file there just to be able to open it. (Wanted to double click on file to open, but see issue 1 above.)

4. The load file chooser is also locked to the selected system. This makes no sense to me, as loading a file should set the system anyway. It is inconvenient to have to change systems just to load a different file.

5. Save file is also locked. I do not organize my files with data documents in the same place as executables, and this is a very strange and arbitrary imposition.

6. Can't click on text to select file in load file chooser, can only click on the very small icon next to the file. There is no keyboard control of the file chooser either, so clicking correctly on tiny icons seems to be the only option.

7. Can't drag and drop DMF files into the Deflemask window to open them.
 
 
21768
Level 31 chipist
Chip Champion
 
 
 
post #21768 :: 2013.01.19 5:19pm :: edit 2013.01.20 3:08pm
for anyone wanting defle 9 for wintar shits here is a mirror:

(site up)
 
 
21774
Level 25 Chipist
rainwarrior
 
 
 
post #21774 :: 2013.01.19 7:26pm
Okay, thanks to Chip Champion I have the latest. All of the things I mentioned still apply, I think, though I can't test #1/2 with this version (since I'd need a file from a future version).

I also noticed:

8. Clicking anywhere except the tiny icons in the file chooser actually clicks on the pattern behind it. This is very weird.

9. Deflemask 8u23 would do visual updates quickly and smoothly (~60fps?) during playback, but for some reason Deflemask 9 is extremely choppy (~5fps?). It is strange, though, as the program is nowhere near using max CPU and the sound playback is fine, it's just the UI that is redrawing infrequently. This seems to be the same no matter what system is selected.
 
 
21780
Level 9 Playa
Delek
 
 
post #21780 :: 2013.01.20 1:55am :: edit 2013.01.20 2:01am
The site should be online tomorrow, I increased the bandwidth even more.

About your points:

There are lot of issues regarding to "explore" the entire hard disk in different OS, that will require lot of specific code for each platform. I will add this someday, but is not a priority. You could create folders in modules/output of each system to organize your stuff and explore from there to the root of the System.

Drag and drop, the same, maybe it appears like a really simple task for a user, but drag a file from the OS explorer and code the capture routine is a really tedious task multiplied by 3 (Linux, Windows and Mac) for a developer (more if there is only one developer, and I'm alone in this atm). I will eventually add this, but not right now.

About the slow refresh rate of the GUI, I don't know what version of DefleMask is in that DefleMask.zip, maybe it has non-default and modified parameters, and I will not give support for that. Check the max_fps inside the config.ini file, if you set it to 5, you will get exactly that, 5 frames per second. Also check the buffer's size, maybe that version was modified to use the maximum.
There can be lot of things, but you can be sure that lot of people is using this program in Linux, Mac, Windows at full speed and without issues.
 
 
21786
Level 29 Mixist
goluigi
 
 
 
post #21786 :: 2013.01.20 9:40am
  
  raphaelgoulart liēkd this
===Improvement===
It would be nice if it was more obvious if you were in record mode or not. Like you could probably highlight the cursor a different colour when you're in record mode maybe? It seems too obscure just making it a little tick box off in the corner where I don't normally look the whole time.
 
 
21787
Level 25 Chipist
rainwarrior
 
 
 
post #21787 :: 2013.01.20 9:58am :: edit 2013.01.20 10:08am
  
  Grumskiz liēkd this
If/when/how you want to change anything about the file chooser is up to you. Obviously I can always open a file with Deflemask after some minor difficulty-- but its current state is a thing that has consistently frustrated me (and others) when trying to use the program. Some additional suggestions about how to improve it:

- I actually think the easiest and best solution to the file chooser issues is to use a native file chooser instead of recreating your own from scratch. Yes there will need to be 3 implementations, but a native file chooser is generally only a few lines of code per platform. Every user already knows how to use their native file chooser and will not find it frustrating.

- If you do need to continue with the one you have, I notice you already seem to have a .. in your file chooser for navigating up, but it is suppressed on the songs/modules/[system]/ folder. Allowing it there and above would immediately free the user from being locked to those specific folders. Even better would be to save the last used directory and start from there. I'd also suggest that you make the default the songs/modules/ folder, since opening a file should have nothing to do with the currently selected system. (Also, saving the MRU folder would leave the user in the last system folder they used anyway, which would retain that behaviour for people who still want it.)

- Drag and drop was tried because issue #1 gave no feedback when it failed to open the file, and issue #3 made it impossible to try to open the file without hunting for DefleMask and transferring the file into its songs/modules/genesis/ folder. Yes it is not the easiest thing to implement, but I thought it was worth suggesting.

On another note, I have discovered the source of the framerate issue by comparing with a different config.ini. It doesn't appear to have anything to do with max_fps. The framerate drops dramatically when buffer_size = 3, which is the setting in Chip Champion's zip. The older config.ini had buffer_size = 1, and with this setting it refreshes at the expected high framerate.

Now that I know it has to do with buffer size, playing with it in the options menu I can see this effect immediately. I would presume that Deflemask updates its gui only when buffers are swapped? When using buffer size of 8k (buffer_size=3), would I be correct in guessing that the framerate is exactly: 44100 / 8192 = ~5.4 fps?

Kind of interesting is in the FAQ there is a question about how to improve performance, and the suggestion there is to increase the buffer size. If the problem is visual performance, this actually has the opposite effect. Maybe you should revise this FAQ suggestion to be like this:

* Q. Deflemask has stuttering audio, or choppy visual performance. How do I improve this?
* A. If the audio is cutting out, try increasing the buffer size in the options menu to give your CPU more time to process the audio, or decrease max_fps in the options menu to reduce the rate of visual updates. Poor visual performance is solved in the opposite way; decrease the buffer size to achieve faster visual response times.

It is possible to update the UI in between buffer updates, but it may or may not be a complicated thing to implement (since it's closed source I can't speculate too much-- probably the easiest thing is to use a partial buffer for each frame update and stop updating if the end of the current buffer is reached but a new one is not ready yet). Personally, it runs fine with smaller buffer for me, so this is not a problem now that I know what setting is causing it.

Though one thing I would ask is if the visual update is tied directly to the buffer size, max_fps seems like a useless setting. Is it posting updates at the max_fps rate even though there is no new information until the next buffer?
 
 
21788
Level 25 Chipist
HertzDevil
 
 
 
post #21788 :: 2013.01.20 10:17am :: edit 2013.01.20 10:35am
  
  Grumskiz liēkd this
=Bug=
B1. Arpeggio macro breaks for low notes in NES. Here
is a list of some notes that break. They seem to appear in bands. Is this a logarithmic frequency error?

B2. Exported songs do not loop when there is no 0Bxx command, whereas all modules in Deflemask will loop back to the first frame after the last one. Is this intentional?

=Improvement=
I1. Add a "Cancel" button to the menu that appears after clicking "Option", and to the prompts "Disk Op.\L. DMF", "Disk Op.\L. Skin", "Options\Keys".

=Suggestion=
S1. Add notes A-0, A#0, B-0 to NES.
S2. Add support for the Wonderswan's sound chip (which was never explicited named).
 
 
21789
Level 9 Playa
Delek
 
 
post #21789 :: 2013.01.20 10:49am :: edit 2013.01.20 10:57am
rainwarrior: The sound playback routine runs in a different thread (in other way you will suffer the low refresh in the sound engine too), if you are experiencing low frame rates using high buffer's size, this is only because your CPU/Soundcard is not capable to process that count of data, and DefleMask sets the GUI to a low priority space, so it will be slowed down to maintain the sound correctly outputted.

About a "native per OS" browser, definitely no, DefleMask is successfully built on Linux Mac and Windows without touching a line of code, and without specific OS lines, all is pure C and Cross-Platform-Standard libraries. And I will maintain this philosophy.
The folder browser of DefleMask actually WORKS on Windows for exploring disks and other stuffs (there are some minor issues however), but due to the natural differences between the file systems of the others OS, I limited the save/load folders to fixed ones.
So definitely improve my folder browser and make it fully compatible with Linux, Mac and Win is a far best option that adding the native browser of the OSs (and his shitty and big libraries).

HertzDevil: The arpeggio macro's are working fine in NES low notes, if you go to -4 for example in A-0 then you will hear crazy things because you are outside the low freq limit. If "break" is the high pitched notes that you hear.

Exported songs do not loop if you don't put a 0Bxx, what you are hearing in the DefleMask's playback is a module, you can repeat it if you check "Repeat" or not repeat the track if you uncheck it, but it is only a playback command for the tracker, not for the exported ROM file.
 
 
21790
Level 25 Chipist
HertzDevil
 
 
 
post #21790 :: 2013.01.20 11:08am :: edit 2013.01.20 11:08am
Not A-0! A-0 will obviously cause problems with negative arpeggios because it would cause a 11-bit register overflow, but notes like D-1 and F#1 shouldn't.
 
 
21796
Level 25 Chipist
rainwarrior
 
 
 
post #21796 :: 2013.01.20 11:56am :: edit 2013.01.20 12:27pm
"if you are experiencing low frame rates using high buffer's size, this is only because your CPU/Soundcard is not capable to process that count of data"

I'm not sure what this means. Deflemask's CPU usage is relatively low for me, and my sound card can certainly use an 8192 sample buffer...?

Doing some experimentation, what I have noticed is that the UI is actually updating at the normal max_fps framerate at all times, even when the buffer size is 8192. I can verify this by using the cursor keys to move the highlight around.

However the actual row display during playback, as well as the waveform visualizer are updating at a framerate that appears to be 44100 / 8192. I can measure this accurately: at speed 3 and 44100Hz / 8192, this means the playback indicator jumps 3 or 4 rows at a time (exactly as expected with 44100/8192=5.4fps). At 4096 it's more like 2 rows at a time (10.8fps). At 44100 / 2048 it's finally fast enough to land on every row (21.6fps), unless I want to use speed 2 or 1 (then I need to reduce the buffer size to make the update frequency fast enough).

What I'm saying is the UI is updating at its normal max_fps rate, but during playback it has no new information to display until a new buffer is consumed. With larger buffer sizes this means that scrolling is very choppy and skips many rows at a time.

Most trackers and players do not do this; they will advance the playback position as dictated by the UI update rate, synching with the audio buffer only on a more coarse level (or synching directly with the playback position, which might not be available in SDL). This allows smooth visual feedback with arbitrarily large buffers.

As I said, it's not an issue for me because I can just reduce buffer size to get the smoothness (my CPU is fast enough for 512), but other users who have problems with smaller audio buffers might appreciate it.

One last suggestion:

- Options page does not have a cancel/back button. It appears the only way to leave it is to press escape? This is confusing. (In contrast, the disk options page has cancel, which makes it very clear how to get back to the main panel.)
 
 
21806
Level 9 Playa
Delek
 
 
post #21806 :: 2013.01.20 2:56pm
Thanks for the suggestions.

The site is online again btw.
 
 
24498
Level 25 Chipist
rainwarrior
 
 
 
post #24498 :: 2013.02.19 8:32pm :: edit 2013.02.20 11:05am
  
  Grumskiz and null1024 liēkd this
Edit: now that the Deflemask page is back up and my account on its forums has been approved, I will probably post there from now on. This has been posted there, leaving it here for context:

Am trying 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 relatively small screens, and scrolling would not be an issue at all.
 
 
24499
Level 24 Chipist
Tilde
 
 
 
post #24499 :: 2013.02.19 8:35pm :: edit 2013.02.19 8:40pm
  
  raphaelgoulart liēkd this
Please let me assign Esc to things without having to assign it again every time I boot the program.

When you're altering the name of an instrument, let it take focus away from other things(I use Space to play and don't want hitting it to enter text to also play the pattern I'm on, for example), and blank the current name instead of placing the text cursor at the beginning of the name so that the user has to scroll right, hit backspace, and then enter the new name.

On that note, I would love if you added a "play from cursor position" functionality.
 
 
24550
Level 17 Playa
Grumskiz
 
 
 
post #24550 :: 2013.02.20 9:52am :: edit 2013.02.20 10:08am
Suggestion: Make the menu more accessible. It is very crammed together in my opinion. For example: Buttons should show the full description and not something like "L.DMF". Also I would suggest to just make the buttons in the options and disk operation menus available at all times, since there is still a lot of empty or unused space. If that doesn't work, maybe you could make it more clear, that these buttons lead to sub menus. For example with a different color or an arrow that points down or something like that. I find this to be a better alternative than "Back" or "Cancel" buttons.

Bug (maybe): I noticed that the tracker says, that it will only work with a resolution of at least 800x200 pixels. It does not work with this resolution. It does however start with 801x201. I find that really odd considering that one cannot even load a song, because the window is not tall enough for the file loading menu to fully appear.

Another thing. Maybe I'm just blind or stupid...sometimes I am both. Is there a way to change to program to accept a QWERTZ style keyboard. These are common here in Germany and the main differences are that the x and y keys are swapped (hence the name) and that they incoporate special characters such as ö,ü,ä and ß.
 
 
24560
Level 9 Playa
Delek
 
 
post #24560 :: 2013.02.20 11:51am
  
  Tilde liēkd this
Grumskiz, the interface of DefleMask, with his minimalist L. DMF, E. WAV, etc, is based on oldschool trackers like Fast Tracker 2, Impulse Tracker, ProTracker, etc. It is an old-school concept design only, I could code a windows like interface, with contextual menues and all that shit, but I really love how FT2 interface worked back in the day, so simple and so powerful, also this permits DefleMask to be played on very low resolutions (FT2 can run on 320x240!).

All other bugs and suggestion will be implemented, if you want more detailed explanation of your requests you should enter to the official DefleMask's forums, to use bug reports and suggestions parts, like rainwarrior did, here:

http://www.delek.com.ar/forum/deflemask/requests!/
http://www.delek.com.ar/forum/bug-reports/

Regards
 
 
24568
Level 24 Chipist
Interrobang Pie
 
 
 
post #24568 :: 2013.02.20 1:09pm
  
  Grumskiz liēkd this
= Suggestion =
When opening the instrument editor, have it open on the right side of the screen by default.
 
 
24575
Level 24 Chipist
Tilde
 
 
 
post #24575 :: 2013.02.20 2:12pm :: edit 2013.02.20 3:23pm
  
  Slimeball hæitd this
DefleMask is going to be fucking fantastic to work with after you implement all this stuff, dude.

Have you considered changing the effect numbers to be a little more intuitive? For example, Renoise- or LSDJ-style effect labeling so that G is Glissando, I and O are volume In/Out, etc.? Or are there too many commands for that to be feasible?

Oh yeah! And for use with DAWs/other programs, I was wondering if it was possible to calculate the BPM it was playing back at.
 
 
27924
Level 9 Playa
Delek
 
 
post #27924 :: 2013.05.25 5:13pm :: edit 2013.05.25 5:13pm
  
  null1024 and epic_caterpillar liēkd this
WOWW DefleMask 9c with Live Mode Released!

NEWS:
Added "The Live Mode", you can set loop points on the fly, add in the queue new patterns, clear the loop points with Ctrl+C, follow the song freely mute channels dynamically with Keyboard Shortcuts and more (please RTM for more details).
Now the SID chips (8550 & 6181) are emulated using reSID core, one of the most accurate SID emulator out there.
Fixed the volume thing on Game Boy rom builder, all songs are HW compatible now.
GBS export for Game Boy working perfectly.
Now you can press Ctrl+1/2/3 etc to mute channels dinamically.
Now the pattern data will be preserved while changing systems, Green Hill zone on NES sounds good!
Now the FM instruments will be initialized to a sounding configuration.
Now you can scroll faster the Instruments window by pressing the arrow buttons on the screen.
Fixed the keylayout window, now all keys are compatible and the window position is fixed.
Fixed a bug in the YM2612 emulator that was preventing some starting notes to sound.
Added various new Demo Songs: Toejam & Earl and Comix Zone tracks to Genesis, A Nude Tomorrow by Chip Champion to Game Boy and more.
Manual Updated.
Mac OS X, Linux and Windows builds updated.

DOWNLOAD:
http://www.delek.com.ar/forum/deflemask/deflemask_download/

CHANGELOG:
http://www.delek.com.ar/forum/changelogs/changelog-9/

The live mode is really great! You can do very crazy things with it. :)
 
 
28172
Level 10 Chipist
FlashingYoshi
 
 
post #28172 :: 2013.05.28 3:19pm :: edit 2013.05.28 3:20pm
Nice Delek!

One complaint is that Deflemask does not preserve instruments between system changes. This would be very helpful. Another thing is that the SID emulator sometimes goes haywire and refuses to play...
Also, for in-track volume control, Deflemask just subtracts the volume macro from the total value. This is all right for logarithmic chips like the PC-Engine or the Sega Master System, but it will not be good for linear chips like Game Boy and NES... so for those chips, please implement a volume control much like Famitracker, which shouldn't be too hard because Famitracker is open-sourced.

Also, nine versions, it's been so long, it's about time to open source-What? Yes, I'm done! Good job Delek.
 
 
28194
Level 9 Playa
Delek
 
 
post #28194 :: 2013.05.29 6:12pm
  
  epic_caterpillar liēkd this
Preserving instruments during the change will cause lot of bugs because of the different instruments types between systems, imagine passing from Genesis to Game Boy with FM instruments!
I could add a check to only preserve those instruments with the same type but will require lot of code and conditions, that could give more problems than benefits. I will think about this.

About the SID emulator passing away, was fixed already!, I forget to re-initialize it while changing systems. Some other hot fixes were released thanks to the useful feedback of users.

http://www.delek.com.ar/forum/changelogs/changelog-9/

DefleMask 9c HotFix 2 (@27/05/13):
Dynamic changing of instruments parameters was disabled during playback, it is working again now.

DefleMask 9c HotFix 1 (@26/05/13):
Fixed a re-initialization bug with the Commodore 64 emulator.
Fixed a UI bug that was preventing clicking the pattern matrix.

...


DefleMask will be Open Source when I no longer can continue to developing it by myself.
 
 
28460
Level 27 Renderist
b00daw
 
 
 
 
post #28460 :: 2013.06.07 8:05am :: edit 2013.06.07 10:38am
Delek, the speed settings and other cosmetic settings are lost when changing systems.

Also if you are going to allow for instruments and patterns to be switched between systems, you should enable for inactive tracks and track shifting between channels so ports can be done.
 
 
29184
Level 9 Playa
Delek
 
 
post #29184 :: 2013.06.27 4:10pm :: edit 2013.06.27 4:10pm
DefleMask 9d Released!

Fixed a bug in Game Boy Volume Playback inside the tracker.
Now if you load a sample with a compatible rate (8000hz, 11025hz, 16000hz, 22050hz and 32000hz) the tracker will set the playback rate of that sample automatically.
Now if you save a instrument the name that you selected while saving will be copied to the actual name of the instrument.
Now the STD instruments will start with a pre-defined volume envelope.
Now the FM instruments will start with a pre-defined nice instrument.
Added Mama_Gede Skins by CuttingAgent.
Fixed a live mode bug, regarding to instrument changing while live playback.
New version of DMF Format and DMP Format, check DMF Format Specs and DMP Format Specs. Backward compatibility is granted.
Updated Rael64 by jrlepage (Commodore 64 Demo Songs).


DOWNLOAD:
http://www.delek.com.ar/forum/deflemask/deflemask_download/

CHANGELOG:
http://www.delek.com.ar/forum/changelogs/changelog-9/
 
 
29888
Level 9 Playa
Delek
 
 
post #29888 :: 2013.07.13 2:04pm
The scroll speed while navigating through the instruments window now is faster, however is always recommended to use the mouse wheel.
Unfortunately, copying text from the host OS to DefleMask is currently not supported. I'm looking for a Cross solution for Windows, Linux and Mac for this.

Btw, Time Trax rom for Genesis was released and after some investigations I discovered how was actually done that awesome vibrato guitar sound.
So, DefleMask 9e is Released with some nice addons in the vibrato part and some other things!:

New Vibrato stuff:
Standard Effect Added: E3xx - Set Vibrato Mode (1=UP ONLY (like guitars), 2=DOWN ONLY, 0=both/normal)
Standard Effect Added: E4xx - Set Fine Vibrato Depth.
Fixed a bug regarding to vibrato depth of the YM2612 soundchip.
Vibrato phase now is correctly reseted between vibrato commands.
Now if you switch between systems more data will be preserved (instruments, tempo, samples, wavetables, etc).
Now DefleMask will start with a default instrument already created. You don't have to go to Instrument list and click on New to make a sound (anti noob users feature :P).
Bugs fixed.
Manual Updated.
Linux, Windows and OS X builds updated.

With those new vibrato effects and with some pretty presets you could easily get that Time Trax guitar sound.
I done a demo:
https://soundcloud.com/delek_music/delek-time-trax-sega-genesis

DOWNLOAD DEFLEMASK
http://www.delek.com.ar/forum/deflemask/deflemask_download/
 
 

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