Did you move the dylib provided with DefleMask or another one?, that error is about the "dyld" appears like a problem with SDL.
241 Feb 3, 2013 10:10 pm
Re: Official Deflemask thread ( MULTIPLATFORM tracker!) (549 replies, posted in Software & Plug-ins)
242 Feb 3, 2013 9:20 pm
Re: Official Deflemask thread ( MULTIPLATFORM tracker!) (549 replies, posted in Software & Plug-ins)
DefleMask 9b Released!
NEWS:
New and better SID export for Commodore 64, awesome use of memory and great sync.
Added lot of accurate code to the SID, some of your tunes will need some adjusts.
Effect Added to Commodore 64: 15xx - ADSR Hard Reset Time Set.
Now the effect 1Axx ADSR Reset is ON by default, setting it to 1 will NOT reset the ADSR on next notes on, setting it to 0 will use 15xx to perform the ADSR Hard Reset. Your tunes may need adjusts.
Added color change to the cursor while recording, it will be painted as "Effects Value" color (RED on default theme skin).
Added numbers to the Algorithms of FM instruments.
Improved some points of the GUI.
Shortcuts Alt+Up/Alt+Down acts like Backspace and Insert.
Some bugs fixed.
Manual Updated.
Linux, Mac and Windows builds updated.
Wiii. Looking forward to hear some DefleMask's .sid files running on a C64!
243 Jan 28, 2013 8:16 am
Re: Virtual Boy Music? (32 replies, posted in Nintendo Handhelds)
Yeah, the PC-Engine's channels 5 and 6 could be enabled to produce noise (btw, using effect 11xx in DefleMask).
244 Jan 25, 2013 9:01 pm
Re: Official Deflemask thread ( MULTIPLATFORM tracker!) (549 replies, posted in Software & Plug-ins)
Delek wrote:Numbers will not help to define that. The operators in the very right are modulators.
What? Of course they will, even Yamaha FM synths have algorithm schemes with numbered operators printed on their hardcases. Actually I've never seen any algorithm scheme where the operators are not numbered.
If I put numbers how could you know if "3" is a modulator or a carrier?, and a "2"? You need another external reference.
Please tell me here on every ALG what operators are carriers and modulator, without any external references:
I can call the operators "1", "2", "3", or "Dude", "John", and "Michael" without any problems, but you will never know really who are carriers and modulators.
A "color shade" is what is actually used to represent modulators vs carriers. The numbers are only to describe how are mapped in memory, but that will not define its mode. Yamaha explain the operator's mode in the manuals (using the numbers as a reference), but with the numbers only, it is, again, impossible to define.
Whatever, DefleMask uses the numbers as described here:
http://www.smspower.org/maxim/Documents/YM2612
I will add numbers or textures with numbers in the next release.
245 Jan 25, 2013 4:00 pm
Re: Official Deflemask thread ( MULTIPLATFORM tracker!) (549 replies, posted in Software & Plug-ins)
Quick question regarding YM2612: The operators in the algorithm-display are not numbered, how do I distinguish carriers and modulators this way? It's a little confusing...
Numbers will not help to define that.
The operators in the very right are modulators.
246 Jan 22, 2013 8:55 pm
Re: Most underrated NES/Gameboy Soundtracks (59 replies, posted in General Discussion)
This theme is a masterpiece. And nobody knows why, me neither. I just love it.
PS: If you slow down it to 50% it will become a little more understandable.
247 Jan 15, 2013 9:58 pm
Re: tracks that have no views (7 replies, posted in General Discussion)
Yup, my bad. However, still beautiful that this site has 100000000b songs.
248 Jan 15, 2013 9:38 pm
Re: tracks that have no views (7 replies, posted in General Discussion)
And amazingly there are 256 pages of non played songs. This is more strangely beautiful than I thought.
249 Jan 15, 2013 9:35 pm
Re: Questions on NES Hardware Accuracy (5 replies, posted in Constructive Criticism)
Pulses and DPCM are fine, but that's a normal triangle wave?, I hear it really different as how it should sound (an almost perfect triangle wave).
And about the noise, it requires lot of work to truly emulate it with FL Studio, because you can't "change the pitch" like FL Studio is doing right there and the typical sound of the NES' noise is very personal.
However, you are closest to the Chipmusic than Fakebit. Congrats.
250 Jan 15, 2013 9:26 pm
Re: Official Deflemask thread ( MULTIPLATFORM tracker!) (549 replies, posted in Software & Plug-ins)
DefleMask 9 for Mac Updated! Shortcuts!
Now "Command key" + "Delete" will act like a normal deletion, Alt+Up/Alt+Down are backspace and insert.
"Command key" now will act like Ctrl also, so all the shortcuts that are refereed to Ctrl now belongs to the Command key (Copy, Paste, Cut, Interpolate, etc)
Regards.
251 Jan 15, 2013 9:17 pm
Re: Tracking on Mac OSX (5 replies, posted in Software & Plug-ins)
Ok, so I updated the Mac Version of DefleMask. Please re-download it.
Now "Command key" + "Delete" will act like a normal deletion, Alt+Up/Alt+Down are backspace and insert.
"Command key" now will act like Ctrl also, so all the shortcuts that are refereed to Ctrl now belongs to the Command key (Copy, Paste, Cut, Interpolate, etc)
Regards.
252 Jan 6, 2013 12:32 am
Re: Coding a tracker: Where to start? (14 replies, posted in Software & Plug-ins)
Personal opinion:
A tracker don't have any specials stuff to code, for that reason you will never find a "programming a tracker tutorial" as you find "programming a platform game".
You have to learn how to output sound, how to make a button, how to capture the keyboard and the sum of that could be a tracker if your knowledge was correctly acquired.
Personally I learned how to make all of that stuff in different things that I did in the past (dOb Engine, Brilek, NES programming, Amiga programming, blah, blah, etc, etc, etc), then programming DefleMask was only start to code it.
So, for short I recommend you to start coding simple apps: output a sine wave, create buttons, etc, etc. After that a tracker could pop up at anytime.
253 Jan 5, 2013 5:45 am
Re: Official Deflemask thread ( MULTIPLATFORM tracker!) (549 replies, posted in Software & Plug-ins)
Maybe after POKEY and YM2151.
254 Jan 2, 2013 11:47 am
Re: Is there a way to rip PSG instruments from vgm files... (VGM MM) (6 replies, posted in Sega)
Wtf?, you cant make lot of envelopes used by lot of games, examples:
F, | 5, 2, 1 LOOP
F, 1, F, 1, F, 8
That for vol envelopes, but fixed arp envelopes for noise, arpeggios with more than 3 notes, rapid noise mode changing are also examples of popular effects.
If that is not useful in most cases for you then you never get the SN76489 full potential.
Go, try to cover a complex SMS song with VGMMM and come back, the things that the SN76489 is doing as normal in most games is impossinle to be done in VGMMM without using maximun 60hz per tick editing.
I think that you used the PSG as only a company for the YM2612, as in SEGA Sonic soundtracks for example, where it is used in a very simple and secondary way.
255 Jan 1, 2013 10:47 pm
Re: Official Deflemask thread ( MULTIPLATFORM tracker!) (549 replies, posted in Software & Plug-ins)
Lot of Mac users are really happy with the OS X build, there was more demand than I thought.
Btw, I fixed two small bugs regarding to C64, update Defle if you want.
256 Jan 1, 2013 10:44 pm
Re: Shiru - Player Alone (12 replies, posted in Releases)
This is great, love FM stuff.