I don't have money to buy the GenMDM but if I can get one, DefleMask will for sure be dinamically connected to the Genesis using Midi Out with GenMDM.

I don't like to make music directly on a console, I did some test for the Genesis with various interfaces, but, for me, the workflow never can be compared to a PC with his mouse and a keyboard. Even the original soundtracks for the Genesis (and almost all consoles) actually were coded using a computer and, later, downloaded to the machine. However, if you have some demand about this and you finish this, I will be very interested in adding support for output files/something from DefleMask to your native tracker.

Regards.

Fixed lot of minibugs regarding to the NES frequencies, also I added a new Demo Song Delek - Cos Of Wave.

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Mac version coming very soon btw.

Update 19, mainly to fix a bug in the NES frequencies registers, but I added some other things.

UPDATE 19 (@ 09/11/12):
Shortcut Ctrl+Left/Right now works in Record mode too.
Shortcut PAGEDOWN/PAGEUP added to move with a step of 4.
Fixed an emulation/accuracy bug regarding to Frequency Changing in NES, now it will change without pops (not in borders like A-3, A-2, just like in the actual HW).
Fixed a bug with the Portamento To Note, it was disabling next portamentos Up/Down sometimes.
Fixed a bug regarding to pressing a Slider that has a Button under it.
Fixed the position of the values of the Macros, now they are a few pixels down.
Fixed the "Duty Cycle Macro" text to "Duty Cycle/Noise Mode Macro" to avoid confusions.
Manual Updated.
Both Linux and Windows builds updated.

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No it's not crazy, actually that was requested a lot in the DefleMask's forums xD. Btw, MIDI IN is almost done, I need to fix some small things to re-enable it.

The next Defle version will include SID, MIDI IN and the ASM export option.

MIDI IN?.

I don't think that LSDJ has an export code option, the tracks are only re-playable on LSDJ actually.
Maybe you could wait to the release of DefleMask with the ASM export enabled.

I don't have a Mac, and my shitty Core2Duo don't support HW Virtualization (and it is required to run Mac in a VM). So the Mac support is in wait state. What a shame.
Hey, nobody has an old Mac to give it to me for 1 or 2 days?. yikes

PS: Thanks for the comments guys!!! :'D

Your wishes are my commands!. tongue

UPDATE 18 (@ 03/11/12):
Added Support for Samples in NEC's PC-Engine (use the 17xx effect like in SEGA Genesis, check the example module "A Sample Test.dmf" to see how to control this).
Added Support for improvise/jam/record notes while a song is playing (Awesome for Live stuff).
Fixed a potential crash while loading WAV files.
Fixed some GUI issues.
Now you can load stereo wav files, however only the left channel will be processed.
Manual Updated.
Both Linux and Windows builds updated.

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This is a joke or I don't get it?

You can't convert a wav to the "Game Boy Format", because there's not a "Game Boy Format" or something similar.
The Game Boy plays music using instructions, commands, code, register writes, you should use a tracker or code yourself the player routine and the songs in Z80's asm.

Yeah, I did some tests, and introducing that modification will break all the DefleMask Sample Playback core, because these are not samples, so they have nothing to do with the HZ parameter or a register to update.
I have to play a wavetable, wait 32 CPU cycles and play another, just exactly what is doing the WAVE Macro already implemented in DefleMask (in short, the request is to make a WAV importer to break it into smaller 32bytes WAVATABLES and play those wavetables one after the other, with artifacts in the middle, what a mess).

I will not add this, the GB has Wavetables.... Use them to play samples is a "hack" and consist in fusion lot of wavetables, and you can do that with DefleMask already!, using the wave macro, a hard task, but that's how the Game Boy works, wavetables are wavetables.

I will concentrate myself in adding samples to the PC-Engine and the SID support. Regards.

And actually there's a click while changing rapidly WAVE Tables, as explained here:
www.retroisle.com/others/nintendogameboy/Technical/Firmware/wavechan.php

And here:
www.devrs.com/gb/files/hosted/GBSOUND.txt

So the GB is not prepared to done that type of samples using the 4bits WAVE Channel. I don't know if in lsdj there are clicks while playing sample kits, could someone confirm this?.

The wave channel is fully supported, I don't know what is the full potential that you are talking about. In the GB you could simulate samples using lot of wavetables, and you could do that with DefleMask.

The fully potential is of LSDJ actually, because it do the job automatically and fusion lot of wavetables to make samples, I could add that to DefleMask in future but is not a priority.

Well, I discovered a bug while loading a new instrument file (the slider bar was limited to a wrong number while using the mouse wheel), so I added some request too.

Update 17 NEWS:
Wavetable limit increased to 32.
Shift+END/HOME will select from the current position to the first/last row.
Fixed a bug with the slider bar of the load instrument window.
Both Linux and Windows builds updated.

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Well, the ASM export is almost done, but I decided to release the update 16 because certain points of the ASM exporter will need various days of full work, so here is the Defle 8 Update 16:

NEWS:

UPDATE 16 (@ 31/10/12):
Added folder browsing/folder creation to the open/save file window, now you can arrange your files easily.
Various changes to the Files System GUI.
All the included modules now are saved in "Demo Songs" folder.
Fixed a volume change bug in the triangle channel of the Nintendo NES.
Fixed a bad initialization of some registers in the YAMAHA YM2612.
Manual Updated.
Both Windows and Linux Builds updated.

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