1

(116 replies, posted in Commodore Computers)

defMON isn't actively developed, but I wouldn't necessarily say that it is dead. You may still see occasional bug fixes and possibly still some additions of features though I don't make promises.

See PM about the wiki registration.

2

(116 replies, posted in Commodore Computers)

Not at the moment, but it is not entirely impossible that it might some day. It wouldn't be an awful lot of work to make defMON work with an interface like that (if I'd only find the time). I'm not making promises though.

What you're linking to is a standard MIDI interface for the C64 and they are quite straightforward to use from a coder's point of view. There is a whole family of MIDI interfaces for the cartridge port that all more or less work the same way. You can see a list of those interfaces here, and the DATEL one is included there:
https://codebase64.org/doku.php?id=base … interfaces

Just a few years ago there was also a MIDI cart called something like Kerberos MIDI developed, but it is now sold out. That one was also similar to the midi cartridges listed on that codebase page if I remember correctly. Not 100% sure though as I never really looked into that one.

The only "problem" is that in these days most people use something like a 1541 Ultimate cartridge or similar that occupies the cartridge port, so from that point of view using the cartridge port for MIDI connectivity isn't really desirable. This is also the main reason for making that defMON sync interface for the user port instead, since that one is not used by other hardware on most people's C64 setups.

There are also other benefits of having a cartridge like Action Replay, Final Cartridge or Retro Replay in the cartridge port (which is what you would have if you've got a 1541U2 sitting in the cartridge port). For example, defMON makes use of the built in fastload/save routines in these cartridges if they are present. That makes loading/saving tunes a whole lot faster.

Personally I'd much rather see new batches of Scannerboy's sync interface. That one was affordable as well.

3

(116 replies, posted in Commodore Computers)

clickclack777 wrote:

Any chance that DEFmon could support ASID in a future release so I can sequence the SIDStation through USB > MIDI from VICE running DEFmon on OSX? Thanks for amazing job so far.

Not really, I'm afraid. Furthermore, the version of the sync interface that has been released is precisely just a sync interface, and does not send the full set of midi messages. Only the midi sync message (and probably start/stop too I think — can't remember the details right now). Maybe I misunderstand the question. I'm not really familiar with ASID.

I suppose you could convert your finished defMON (not DEFmon wink ) tune to the common sid file format that is used in the HVSIDS collection and play it on your SIDStation the way you would play sids from the HVSIDS collection. Not sure how well it would work.

4

(116 replies, posted in Commodore Computers)

clickclack777 wrote:

Hi, I want to buy a Defmon sync adapter if anyone wants to sell theirs. Please PM me.

I don't have one to sell unfortunately, but just wanted to make sure that you've seen the following:

scannerboy wrote:

Hey, unfortunately I dont have anymore units left sad If it would get enough interest I could make a new batch. Send me those PMs!

Would be nice if enough interest for a new batch was generated. smile

By the way: I think I fixed the defMON wiki to work as it should again.

//FTC

5

(116 replies, posted in Commodore Computers)

Yes, something happened with the wiki last night when I updated the wiki software. Unfortunately I have no time to fix that right now, but in the meantime, the direct link to the BPM calculator is:

http://toolsforscholars.com/defmon/bpm.html

garvalf wrote:

There are also a couple of cool native software you can use with Atari ST emulators, like MaxYMiser or Defmon (they won't create AY or YM files, but SNDH which are tied to the atari st capacities)

Since defMON is an editor for the Commodore64 and its SID chip, it most definitely won't work on an Atari ST or produce SNDH files. Just had to point that out.

7

(116 replies, posted in Commodore Computers)

I added DUBCRT now!

8

(116 replies, posted in Commodore Computers)

I added a little section on the defMON wiki about the little known "Super Command" mode of defMON:
http://toolsforscholars.com/defmon/doku.php?id=start

It is very brief, but it may at least give a little hint about how the Super Command mode works.

9

(116 replies, posted in Commodore Computers)

Well.. hehe.. Best option is to use the VIDEO port for sound output. There is also some general info on SID noise here at codebase64:

http://codebase64.org/doku.php?id=base:reduce_noise

Tried the latest Mac OSX build, and it crashed with the error:

Dyld Error Message:
  Library not loaded: /usr/local/opt/sdl/lib/libSDL-1.2.0.dylib
  Referenced from: /Users/USER/Downloads/Schism_Tracker.app/Contents/MacOS/schismtracker
  Reason: image not found

Of course I understand that all I might have to do is precisely to put that library file there, but I just wanted to mention this.

11

(116 replies, posted in Commodore Computers)

I just wanted to mention this stereo SID unit:

http://www.sidfx.dk

The reason is that I think that project deserves all the support it can get. I'd say it is the ultimate stereo sid solution. At least as "ultimate" as it gets in actual practice. Among other things it allows you to put any SID model(s) in any C64 (such as new SID on old breadbin, or one of each SID model, or whatever). Perhaps I should also say that I am not affiliated to that project, but merely a customer. It might only be produced in one batch, so if you want it, this is your chance.

It works with defMON, and when and IF defMON 2 becomes reality, it will certainly support this thing too, including the special features.

garvalf wrote:

DefMon looks powerful, but has almost no documentation.

Yep, not that much documentation. Just wanted to point out that the little documentation there is, is available at:

http://toolsforscholars.com/defmon/doku.php

13

(9 replies, posted in Commodore Computers)

In most cases C64 Players execute once each screen update, so some standard C64 speeds are:

2 = 187.96703296703296 BPM
3 = 125.31135531135531 BPM
4 = 93.98351648351648 BPM
5 = 75.18681318681318 BPM

As Ilkke says, defMON allows you to set speed in a much more finegrained way that this. Nevertheless, you might still not hit exact "integer" BPMs like "125" etc. For example, by setting the timer interrupt value of the C64 in defMON to $4cf8 and using speed 3, you'll get 124.9997462572951 BPM, which is quite close to 125 BPM, but not exactly 125 BPM.

On the other hand, you can use Scannerboy's sync interface to make all your synths and gameboys and whatever obey the speed of the C64 running defMON. wink

14

(116 replies, posted in Commodore Computers)

d3NI$e: Sounds a bit like a flakey keyboard to me. Anyway, if it was indeed something that went wrong with the keyboard reading code, then you can always try pressing SHIFT+X to get into the disk menu. Reason: When going to the disk menu there are a bunch of things under the hood which are resetted/restored, so going to the disk menu and then back to the editor might help. Then again, you said the only thing that worked was going into the sidtab, so I'm not sure if going to the disk menu would have been possible, but anyway... smile

15

(116 replies, posted in Commodore Computers)

By the way.. Just came to think of something which may be relevant in relation to the question of playing something over and over again. If you press F3 to "PLAY FROM HERE" and then press F7, it will stop where you are, but if you then press F7 one more time, the editor will take you back to where you started playing from. Then you can press F3 again to play the same part of the song again. Not exactly what denize asked for, but at least a bit related to that.

16

(116 replies, posted in Commodore Computers)

No need to press CTRL for voice muting as far as I can remember. (In fact, those voice muting keys work like "shift/ctrl/C= keys" in the sense that you can press several of them at once without having they keyboard handler getting confused, meaning that it doesn't actually matter if CTRL is pressed at the same time or not, since these three voice mute keys are interpreted separately anyway.)

Use F8 in the RE column to set resonance to F and "turn filter on for current voice". (You can also hard code which voice that should be enabled, although that is rarely meaningful/useful: F1 would enable filter in voice 1, F2 in voice 2 and F4 in voice 3. So F8 is a special function used by the editor, meaning that it figures out internally how to set the SID depending on from which of the voices the sidtab chunk was called.)