OMG! The long awaited DefleMask update is finally available for macOS users!

Neo Geo Support!
Brand new modular UI/UX
Lovely themes
Touch mode
New emulation cores
64 bits
Bug fixes
And more!


(13 replies, posted in Software & Plug-ins)

DefleMask tracker!

SEGA Genesis/Mega Drive
SEGA Master System
Nintendo Game Boy
NEC PC-Engine/TurboGrafx-16
Nintendo NES
Commodore 64
Arcade System (SEGA X/Y boards) … n&mt=8


(20 replies, posted in General Discussion)

Via payoneer to [email protected]


(20 replies, posted in General Discussion)

DefleMask Mobile 0.12.3 released!

New version! So what's new?:
* You will never lose what you were doing. DefleMask will save the module and restore it on startup automatically.
* Files support on iOS! Open, share, move modules, organize your instruments, samples and wavetables!
* Fixed a crash while sharing files on some devices.
* Fixed a sudden black screen that was preventing some users to use the app.
* Fixed NES performance, now works fast as light.
* 32 and 64 bits devices support.
* Note Off input now writes to the patterns if you have record mode turned on.
* Corrected a ram length issue with the ROM exporter.
* Now you can delete "C" notes too in the selection area.
* Fixed an issue while calibrating the UI while in BView mode.
* The playback floating menu disappeared sometimes when exiting the file menu, this is fixed too.
* Fixed a bug while editing the macros in the instrument editor.
* Better UI organization.
* Fixed a bug that was, in some cases, preventing the tutorial to continue.
* Fixed link to the Discord server.
* Many minor bugs were fixed too.

Defle iOS users, your 0.13.1 files are in "Library/Application Support/delek/deflemask/". Defle 0.13.2 and above use "Documents" folder to achieve a better integration with Files app and iOS system.

iOS … n&mt=8
Android …


(20 replies, posted in General Discussion)

I'm really happy to announce that Defle mobile was released!
Almost 2 years ago we started this huge work, first the rewrite of many core parts of the tracker and, second, adapt our minds to all this new mobile world requirements, small screens, many per device testing and last but not less important: legal developer program stuff.

AppStore and Play Store both require a lot of work under erratic and capricious guidelines but also paying licenses ($100 annually for iOS and $25 for Android users) for the required developer programs/accounts: it cost money to put an app in the mobile stores. More than what I initially thought. So guys keep this in mind if you want to make a mobile application.
DefleMask Mobile is not free, the store listing price is $6,99.

Thanks to be so open to understand why we need to make it a paid app.

I'm really proud of what we made through the years and how this project is evolving! Defle mobile have just born!

Get it now!
iOS … n&mt=8
Android …


(89 replies, posted in General Discussion)


(59 replies, posted in Software & Plug-ins)

Amazing heart


(7 replies, posted in General Discussion)


chunter wrote:

If I remember, I will ask my father on Monday. His wife is barely old enough to remember phones that crank for the operator and have no dial.

Thanks! smile

I'm looking now for very old games with 60hz arpeggios or the exact model of a 70s digital phone with a nice arpeggish ring sound.

I'm looking for the first "digital" phone that did the arp in a chiptune way. You're right urbster1, that video shows only 2 bells ringing and it is not a chord. However, some old phones used 3 bells and in the digital era the sound is very chiptunish

pselodux wrote:
Delek wrote:

I really do think now that the first ultra fast arpeggio in the history was from an actual telephone. The default ringtone of every phone is a ultra fast arpeggio.

haha I didn't even think of that big_smile

Mechanical ultra fast arpeggio:

marcb0t wrote:

Also, this recording of the variophone from 1941:

Also around 0:46 you'll hear some faster arps that sound like a late 70's, early 80's space shooting game.

Wow I didn't expect to hear that type of sfx in a 1941 experiment! Pretty awesome! Thanks for sharing.

RushJet1 wrote:

If the time stamp doesn't load, 58 seconds in are a bunch of 30ish hz arps - Bruce Haak, 1970

Wow it is amazing, an harp doing super fast arps. Some of them are almost 60hz because the speed is not constant.

Btw, those type of sounds were trying to replicate a telephone? After hearing so many effects I really do think now that the first ultra fast arpeggio in the history was from an actual telephone. The default ringtone of every phone is a ultra fast arpeggio.

pselodux wrote:

EDIT: actually here's an earlier example, first track and probably elsewhere on the album as well:

This one is winning so far. It is from 1978!

n00bstar wrote:

Martin Galway is widely credited as the father of the chiptune arpeggio effect.

Wow this is was I needed to know!! Do you have the source of this data? Kong Strikes Back was released in 1985, at that date the Famicom in Japan was already 2 years old and the NES was being released in America. It is really strange this is the first time an arpeggio was used in a game though.

But one thing is an arpeggio and another one is an ultra fast arpeggio (like, at 60hz).

That sounds great, Gala. Looking forward to those examples. smile

Let's talk about this technique that tries to simulate a chord in a single channel by doing ultra fast changes in the tone.

It was purely born in the chiptune scene or it have pure electronic music roots?
It was the most important "discovering" for the chipmusic?
Who was the first game/tune that used this technique? We can play a game, someone have to post the older tune he can find that uses fast arpeggios and another user will have to beat that date.

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