I remade something to test the GB functionality of Deflemask but the file has corrupted just as I finished it. Damn.
I saved a 'partial' backup so I'll see if I can finish it and post it here.
EDIT - Ok, I guess it's not corrupted... here it is.
Meant to be played on 01/01 speed (is there some way of changing it so Deflemask modules don't always open on 03/03 speed?)
Also, I couldn't get the noise to sound anything like the original song. I don't know if it's something I'm doing but I looked at your test song and noticed that the noise in that was pretty scratchy too. Any chance of fixing that?
To get a different sound on the Noise Channel of the Game Boy you could use the effect:
11xx - Set Noise Polynomial Counter Mode
Btw, all is explained in the manual, it is online and, of course, included with DefleMask.
I think that, apart from that, there is no "other noise mode" that the Game Boy can output.
PS: The file was corrupted or not?, if it is corrupted, could you please send me that file?, I could check that out and fix it if there is really a bug in the save/load function.
The new gameboy support is cool, but the Wave editor is really annoying, you should really turn down the opacity on those squares or remove that background completely...
Also as a feature request, you should include a Duty envelope for the GB squares or something...
Afternoon edit: The volume column doesn't seem to have any affect on the volume for the gameboy channels at all...what am i doing wrong?
The new gameboy support is cool, but the Wave editor is really annoying, you should really turn down the opacity on those squares or remove that background completely...
I like it a lot, that opacity is really nice to me. Btw, I made DefleMask fully customizable, so, I will not accept any "colors/textures" requests, because you can change it as you prefer!!.
EDIT: I lowered a bit the background contrast.
za909 wrote:
Also as a feature request, you should include a Duty envelope for the GB squares or something...
I am coding this right now, also an Arpeggio envelope and the Game Boy rom builder. :D
Btw, you could use:
12xx - Set Duty Cycle
Until the 5.1 is released.
za909 wrote:
Afternoon edit: The volume column doesn't seem to have any affect on the volume for the gameboy channels at all...what am i doing wrong?
What are you doing wrong?, using envelopes!. If you want to use the volume column you should not set any instrument in the instrument column, if you want to use envelopes, you should not use the volume column.
Btw, I could make that the volume column decrease the level of the current envelope, it is a nice idea. Added to requests list.
EDIT: DONE!
It seems that no matter how I set the octave for the noise channel, I can't get it "high" enough for this cover I'm working on. C-8 doesn't play, and B-7 is still too low, and that's the highest note I can hit. This song has a sort of cymbal sound and it can't be replicated with the current range the noise has in Deflemask.
Using 11xx just makes it more "electric" like using 25% duty cycle on the noise channel does in Famitracker.
Is this lack of range intentional? Because if it is, this seems incredibly limiting to the range of the noise capabilities of the Gameboy.
If the range of the Game Boy is greater, this is obviously not intentional.
The Game Boy does not uses frequencies in order to set the note in the Noise Channel, instead, it uses strange values called:
- Division Ratio Frequency
- Polynomial counter steps (using the effect 11xx - Set Noise Polynomial Counter Mode)
- Shift clock frequency of Polynomial counter
It is strange how it manages this channel, after some try I obtained a formula to get the frequencies, but if it is limiting the Game Boy range, it is wrong.
If you have an idea how to get the fully range of noise in the GB I will implement it right now, so far I am re-checking the formula to see if there is an error.
I'm talking with rushjet1 right now and he says the same sort of error was present in xpmck, however the author fixed it by "adding the proper settings as an alternate mode" (so says rushjet1). I'm not sure what that means but, maybe it's a common mistake when determining the noise stuff.
However it is still completely possible I am doing it completely wrong (in which case I am very sorry). I'll keep playing around with it.
I got it. The formula was right, the problem was a transporting of octaves of 3 to the left (for that reason the very lower octaves almost didn't sound). This means that now you can use up to 3 more octaves in the upper range. This change will be released with DefleMask 5.1. Thanks for the report.