1. Installation & First Launch
Android β Play Store
- Download: Search "DefleMask Mobile" on the Google Play Store. One-time purchase, free updates forever. Same DMF format as the desktop version.
- First launch: The app auto-opens to a blank module on Sega Genesis by default. If text looks tiny on your tablet/phone, immediately go to Options β UI Scale and bump it up before doing anything else. This was the most common early complaint β fixed in updates but the default scale doesn't suit every device.
- File location: Modules are stored in the app's Documents folder. Connect via USB and your phone's Documents/DefleMask/ folder gives you direct access to all your DMF files.
- Auto-save: Mobile DefleMask auto-saves your current module on background/exit and restores it on next launch. Still β manually save with File β Save As before you switch apps. Auto-save protects you from crashes, not from accidentally overwriting your work.
PC β Steam
- Steam version: Search "DefleMask Tracker" on Steam. One-time purchase, lifetime updates. Steam handles the install, version updates, and cloud-syncs your settings.
- Direct version: Also available from deflemask.com and itch.io. Same exact app β Steam version just adds Steam overlay and cloud saves.
- First launch: PC version opens to a blank Genesis module with the full Modular UI (resizable floating panels). This is the default desktop experience.
- System requirements: Almost nothing. DefleMask runs on any modern Windows, Mac, or Linux machine including very old hardware. CPU usage is minimal because the emulators are lightweight.
Cross-Platform Reality
- Same file format: A .dmf file made on Android opens identically on PC and vice versa. Move files via Google Drive, Dropbox, USB, email β anything.
- Same systems: Every chip available on PC is available on Android. Same instrument editor, same pattern editor, same exports.
- What's different: Layout (Modular UI on PC, Touch UI on Android), input method (mouse + keyboard vs touchscreen), and screen real estate. Workflow is identical.
2. The Tracker Philosophy β One Tool, Many Chips
DefleMask is not a DAW. It's a tracker. Different paradigm. Understand the philosophy before you fight the interface.
- A tracker is vertical. Time flows top to bottom. Each row is a tick. Each column is a channel. You enter notes into cells like a spreadsheet of music. This is how the original game composers worked in the 80s and 90s β same workflow, modern tools.
- The chip is the instrument. When you choose Sega Genesis, you're not loading a Genesis VST β you're working inside a perfect emulation of the YM2612 + SN76489. The limits are real. Six FM channels. Four PSG channels. That's it. That constraint is the sound.
- Register-level emulation. Every sound DefleMask makes is generated by writing to the same hardware registers the original composers wrote to. That's why VGM exports work on real Genesis hardware. The emulator is bit-perfect.
- No mixing, no mastering, no plugins. DefleMask doesn't have inserts, EQ, compression, sends, or buses like Cubase or FL. The chip is the chip. You shape sound through FM operators, ADSR envelopes, and effects commands β not plugins. This is part of the discipline.
- Why this matters for game music. If you're scoring an indie game targeting an authentic Genesis or NES sound, DefleMask isn't an option β it's the option. A Genesis VST in FL Studio approximates the sound. DefleMask is the sound. The exported VGM file plays on a real Sega Genesis cartridge.
3. Choosing Your System β When to Pick Each Chip
The first decision in every DefleMask project: which sound system. Pick from File β New (PC) or Menu β New (Android), then choose the chip. You can also change systems mid-project from Module β Change System β the song attempts to convert.
Sega Genesis / Mega Drive (YM2612 + SN76489)
- 6 FM channels + 4 PSG channels + DAC sample on Channel 6.
- Sound: The richest, fattest, most cinematic chip in DefleMask. Streets of Rage, Sonic, Phantasy Star, Shinobi, Thunder Force. The gold standard for 16-bit FM.
- Use for: Anything that needs depth β bass-heavy tracks, dramatic scores, anything with weight. Default starting point for most DefleMask users.
- Special mode: Genesis (EXT.CH3) splits FM Channel 3 into 4 independent operators, giving you 4 extra mono channels for sine waves, sub-bass, or detuned layering tricks.
Sega Master System (SN76489 Β± FM Sound Unit)
- 4 PSG channels standard, optionally with FM Sound Unit (Japanese-region SMS) for an extra 9 FM channels via the YM2413.
- Sound: Pre-Genesis Sega β leaner, simpler, classic 8-bit Western feel. Wonder Boy, Alex Kidd, Phantasy Star (8-bit version).
- Use for: Pure 8-bit melodies that don't need Genesis-level FM richness. The FM unit adds a unique flavor distinct from both Genesis and NES.
Game Boy (LR35902 / Custom DMG chip)
- 4 channels: 2 pulse waves, 1 wave channel (custom 32-sample waveforms), 1 noise channel.
- Sound: Iconic, pocket-sized, immediately recognizable. Tetris, PokΓ©mon (R/B/Y), Mega Man, Kirby. Dry, punchy, no built-in reverb.
- Use for: The friendliest starting system in DefleMask. Only 4 channels means you can't overload the pattern editor visually. The wave channel makes Game Boy uniquely flexible. Recommended first system for anyone learning trackers.
PC Engine / TurboGrafx-16 (HuC6280)
- 6 wave channels (each loads a 32-sample waveform like Game Boy's wave channel) + noise on channels 5 and 6.
- Sound: Crystalline, glassy, distinctive. Bonk's Adventure, Ys, Castlevania: Rondo of Blood. Sounds like nothing else β every channel is a wavetable instrument.
- Use for: Anything where you want a unique chiptune palette nobody else is using. PC Engine is criminally underused in modern chiptune.
NES / Famicom (2A03 + optional VRC7 + optional FDS)
- 5 channels base: 2 pulse, 1 triangle, 1 noise, 1 DPCM sample.
- +VRC7: Adds 6 FM channels (used in Lagrange Point β Konami's hidden gem).
- +FDS: Adds 1 wave channel (used in Zelda II FDS, Castlevania III Japan).
- Sound: The chip everyone knows. Mario, Mega Man, Castlevania, Final Fantasy. Defining 8-bit Western console sound.
- Use for: When you want the most universally recognized retro sound in existence. VRC7 expansion turns NES into a surprisingly capable FM machine.
Commodore 64 (SID 6581 / 8580)
- 3 channels with multi-waveform oscillators (saw, triangle, pulse, noise) and a famous resonant filter.
- Sound: Growling, aggressive, filter-driven. Rob Hubbard, Martin Galway, Tim Follin. The most "computer-y" chip with the most distinctive character.
- Use for: Anything that needs cutting leads or aggressive basslines. The SID filter is the secret weapon.
Arcade (YM2151)
- 8 FM channels. No PSG. Pure Yamaha FM.
- Sound: Sharp, glassy, metallic. OutRun, After Burner, Shinobi (arcade), early Streets of Rage. The 80s arcade sound.
- Use for: When you need 8 channels of FM at once. More polyphony than Genesis with no PSG distractions.
Neo Geo (YM2610)
- 4 FM + 3 PSG + 7 ADPCM sample channels.
- Sound: Hybrid FM and rich sample playback. Metal Slug, King of Fighters, Samurai Shodown.
- Use for: The most sample-heavy chiptune system. If you want hardware-accurate orchestral hits, vocal samples, and FM in one project, this is it.
MSX2 (YM2413 OPLL)
- 9 FM channels (or 6 FM + 5 percussion).
- Sound: Cheap-and-cheerful FM, distinct from Genesis YM2612. Japanese 80s computer game soundtracks.
- Use for: Lighter FM textures that don't have Genesis's heaviness. A different flavor of FM entirely.
4. Interface Overview β Modular UI vs Touch UI
DefleMask ships with two completely different layouts depending on platform. Same engine, different skins.
Modular UI (PC Default)
This is the desktop experience β floating, resizable, customizable panels.
- Pattern Editor (center): The grid where notes live. Vertical timeline, channels as columns. The main workspace.
- Pattern Matrix (top or side): Song arrangement β pattern order per channel. Like a sequencer of patterns.
- Instrument List: Numbered list of every instrument in your project. Click to select; double-click or hit Edit to open the Instrument Editor.
- Instrument Editor: Floating window for shaping FM operators, wavetables, samples, or macros. Different layout per system.
- Module Properties: Tempo, speed, rows per pattern, NTSC/PAL clock, base time, step size, octave selector.
- Piano: On-screen keyboard for testing notes. Click keys to preview the current instrument.
- Oscilloscope: Per-channel waveform visualization. Watch each channel render in real time β extremely useful for debugging which channel is doing what.
- Effect List: Reference panel showing every effect command available on the current system.
- Layout customization: Drag panel title bars to reposition. Right-click panels to resize. Window β Reset Layout if you mangle it. Window β Skins (or F9 / F10) cycles through 40+ visual themes.
Touch UI (Android Default)
The mobile experience β full-screen, gesture-based, with floating toolboxes.
- Pattern Editor (full-screen): Takes the whole screen. Tap a cell to position the cursor. Tap the on-screen piano to enter a note.
- Floating Toolbox: A movable cluster of buttons containing Play, Stop, Record, Note Off, Copy, Paste, Undo, Lerp, Home, End, and a piano toggle.
- Press-and-hold tricks:
- Hold Record: enables Clone Pattern On Write (creates a duplicate of the current pattern as soon as you enter a new note β useful for variations).
- Hold Play: plays from cursor position instead of from the start.
- Hold Play Pattern: plays the current row only (one-shot row preview).
- Menu access: Tap the menu icon (β°) for File, Edit, Module, Options. All the same submenus as desktop, just collapsed for screen space.
- Touch UI on PC: Options β UI Mode β Touch UI enables the mobile layout on desktop. Useful for touchscreen laptops or learning the mobile layout while on desktop.
Switching Between Modes
- Options β UI Mode toggles between Modular and Touch on either platform.
- Options β Instrument Editor Mode changes the look of the instrument editor between Sliders, Knobs Radial (mouse moves in circles), and Knobs Vertical (mouse moves up/down).
- Window β Show/Hide toggles individual panels. Hide the Effect List once you've memorized common effects to free up screen space.
5. Module Properties β Tempo, Speed, Rows, NTSC/PAL
Every DefleMask song is governed by a small set of timing parameters. Get these right at the start.
- Octave: Sets the octave that the on-screen piano (and your typing keys) will trigger. Range typically 0-8. Change with F2 / F3 on PC. Higher octave = higher-pitched preview notes.
- Step: How many rows the cursor advances after entering a note. Step 1 = next row each time. Step 4 = every 4th row (good for sparse drum patterns). Step 0 = cursor stays put. Increase with Ctrl++ / decrease with Ctrl+- on PC.
- Rows per pattern: How many rows fit in one pattern. Default 64 (matches classic Protracker). Smaller patterns = faster pattern changes in the matrix. Larger patterns = fewer patterns to manage. 32 or 64 covers most workflows.
- Speed A / Speed B: Tracker tempo. Speed A is the tick count for even rows, Speed B for odd rows. Equal values = straight feel. Different values = swing. Speed 6/6 is the default (60 Hz NTSC β 150 BPM at default base time). Lower numbers = faster.
- Base Time: Multiplier on Speed A/B. Base Time 1 with Speed 6/6 plays at one tempo; Base Time 2 with Speed 3/3 plays at the same tempo with finer resolution. Useful for fine-tempo tweaks.
- NTSC / PAL / Custom: The clock rate of the chip. NTSC = 60 Hz (US/Japan hardware), PAL = 50 Hz (European hardware). Custom lets you set arbitrary Hz. Pick the region you're targeting β if you don't know, use NTSC.
Highlight Rows
- Highlight A / Highlight B: Color-codes every Nth row in the pattern editor for visual rhythm reference.
- Highlight A = 4 (every 4th row) and Highlight B = 16 (every 16th row) is the default β quarter-note and bar-line markers.
- Adjust to match your time signature. Triplet feel? Set Highlight A to 3 or 6.
6. The Pattern Editor β Reading the Grid
This is the workspace. Master this and you can make music in DefleMask. Skip this and nothing makes sense.
The Columns
Every channel column is divided into sub-columns:
- Row number (gray): The tick position. Top of pattern = row 00, growing downward in hex (00, 01, 02 ... 0F, 10, 11 ... 3F for 64-row patterns).
- Note (white): The actual pitch. Format: C-4 (note + octave) for note on, OFF or === for note off, ... for empty.
- Volume (green): Note volume. Hex value, max varies by chip (Genesis FM = 7F, PSG = 0F).
- Instrument (blue): Which instrument number plays this note. Two-digit hex.
- Effect 1 (red): Effect command code. See Section 10 for the full effect list.
- Effect Value 1 (white): The parameter for that effect.
- Effect 2-4: Additional effects per row, added by clicking the + at the top of the channel. You can stack up to 4 effects on one row per channel.
Note Entry β PC Keyboard
DefleMask uses a piano-style keyboard layout β same as Renoise, OpenMPT, FastTracker:
- Lower row (Z X C V B N M): White keys C through B in current octave.
- Upper row (Q W E R T Y U): White keys C through B in next octave up.
- S D / G H J: Black keys (sharps/flats) in lower octave.
- 2 3 / 5 6 7: Black keys in upper octave.
- F2 / F3: Decrease/increase octave.
- 1 (number key): Note Off.
- ` (backtick): Note Cut (immediate stop, harder than Note Off).
Note Entry β Android Touch
- Tap a cell to position the cursor.
- Tap the on-screen piano keys to enter the note at the cursor position.
- The cursor advances by Step value automatically after each note.
- Long-press the piano to access octave shifters.
- The Note Off button on the floating toolbox writes a note-off at the cursor.
Cursor Navigation
- Arrow keys: Move cursor row by row (up/down) or column by column (left/right).
- Tab / Shift+Tab: Jump to next/previous channel.
- Page Up / Page Down: Jump by 16 rows at a time.
- Home / End: Jump to first row / last row of the pattern.
- Ctrl + Home / Ctrl + End: Jump to first / last pattern in the song.
Editing Operations
- Backspace: Delete the cell at cursor and pull all cells below up by one row.
- Insert: Push all cells below down by one row, leaving the cursor row empty.
- Alt+Up / Alt+Down (PC, recent versions): Same as Backspace / Insert respectively.
- Delete: Clear the cell at cursor without shifting anything.
- Selection: Hold Shift and use arrow keys to extend a selection box. Ctrl+C / Ctrl+V copy/paste. Ctrl+X cut.
- Lerp (interpolate): Select a range of cells with values at the start and end β press the Lerp button. DefleMask fills the values in between linearly. Essential for smooth volume fades and effect-value sweeps.
Recording Mode
- Space (PC) / Record button (Android): Toggles record mode. When ON, notes you play go into the pattern. When OFF, notes preview but don't write.
- Ctrl+Enter (PC): Switch between Track Mode (notes go into the pattern at cursor) and Live Mode (notes play live without writing β like a synthesizer).
- Cursor color changes when recording is on (red on default theme). Always check the cursor color before playing β accidentally recording over a finished section is a tracker rite of passage.
7. The Pattern Matrix β Song Structure
This is the song-level sequencer. Patterns are blocks of notes; the matrix arranges them into a song.
How It Works
- Each row of the matrix = one frame (a song position).
- Each column of the matrix = one channel.
- Each cell contains a hex pattern number (00, 01, 02 ... FF).
- The song plays frame by frame from top to bottom. At each frame, each channel plays the pattern indicated for that channel.
The Killer Feature β Independent Pattern Order Per Channel
This is what makes DefleMask different from FamiTracker, OpenMPT, and most desktop trackers. Each channel can play a different pattern at the same frame.
- Frame 00: Channel 1 plays Pattern 00 (drums intro), Channel 2 plays Pattern 00 (bass), Channel 3 plays Pattern FF (silent).
- Frame 01: Channel 1 plays Pattern 01 (drums fill), Channel 2 plays Pattern 00 (same bass continues), Channel 3 plays Pattern 02 (lead enters).
- Frame 02: Channel 1 plays Pattern 00 (drums return), Channel 2 plays Pattern 01 (bass variation), Channel 3 plays Pattern 02 (lead continues).
This means a 4-bar bassline doesn't have to be re-entered every time the drums change. Reuse patterns aggressively. The matrix is where song structure happens β keep your bassline pattern at 00 across many frames while drums cycle through fills.
Editing the Matrix β PC
- Left-click a cell: Increase the pattern number by 1.
- Right-click a cell: Decrease the pattern number by 1.
- Middle-click a cell: Jump to the previously-used pattern number.
- Ctrl/Cmd + click: Type the number directly.
- Click and hold + drag left/right: Scrub through pattern numbers quickly.
- Insert (Ins key): Insert a new frame above the cursor with empty patterns.
- Delete (Del key): Remove the current frame.
- + key: Add empty frames at the end of the song.
- - key: Remove the last frame.
Editing the Matrix β Android
- Tap to select a cell. A number pad appears for direct entry.
- Long-press a cell for cut/copy/paste options on that frame.
- The Pattern Matrix toggle button (often labeled "Matrix" or shown as a grid icon) shows/hides the matrix on mobile to free up screen space.
Loops β The Bxx Effect
To make a song loop forever (or jump to an earlier frame), use the Bxx effect command anywhere in the pattern editor:
- B00 = jump back to frame 00 (loop the entire song).
- B04 = jump to frame 04 (skip forward, or jump back from a later frame).
- Lxx and B-arrow indicators appear in the matrix showing where loops enter.
- Only the first Bxx in a song is honored during VGM/ROM exports. Multiple Bxx commands work in DefleMask itself but get collapsed on export.
8. Instruments β The Four Engine Types
DefleMask has four fundamentally different instrument types depending on the system. Click an instrument in the Instrument List β click Edit to open the Instrument Editor.
Standard / STD Instrument (Macros)
Used by: PSG channels (Genesis SN76489, SMS, Game Boy pulse channels, NES pulse/triangle/noise, C64 SID before filter).
- Macro lanes: Volume macro, arpeggio macro, pitch macro, duty cycle / wave macro, plus system-specific extras.
- How macros work: Each macro is a sequence of values that play through over time when a note triggers. Volume macro 7 6 5 4 3 2 1 0 makes the note fade out over 8 ticks. Arpeggio macro 0 4 7 0 makes a repeating major chord arpeggio. Pitch macro 0 0 0 1 1 2 adds a slow pitch slide.
- Loops in macros: Most macros support loop points. Set a loop start and the macro plays from that point indefinitely after reaching it. Essential for sustained tones with vibrato (loop the pitch macro) or pulsing volumes.
- Duty cycle macro (NES, Game Boy pulses): Cycles through 12.5%, 25%, 50%, 75% pulse widths. Animating this gives the classic chiptune "wobble" or "growl" sound.
- The macro philosophy: STD instruments don't have ADSR like FM. You build the envelope yourself with the volume macro. More flexible β you can program any shape β but requires more thought.
FM Instrument (4-Operator)
Used by: Genesis FM channels, Arcade YM2151, Neo Geo FM, MSX2 OPLL, NES VRC7, SMS FM Sound Unit.
This is the most complex instrument type and gets its own deep dive in Section 9. Briefly:
- 4 operators (sine wave generators). Each has its own ADSR, multiplier, detune, and total level (volume).
- 8 algorithms that determine how operators connect β which modulate which, which output to the speaker.
- Feedback on Operator 1 β how much of OP1's output loops back into itself, creating richer harmonics.
- LFO for vibrato (FMS) and tremolo (AMS) β global to the chip on Genesis YM2612.
Wavetable Instrument
Used by: Game Boy wave channel, PC Engine all 6 channels, NES FDS expansion, Neo Geo PCM.
- 32-sample waveform editor. Draw a single cycle of any waveform with the mouse (or finger on Android).
- Volume macro and other macros also available on top of the wavetable.
- Wave macros (animation): Sequence multiple wavetables to play back in order, animating the timbre over time. This is how PC Engine games get those evolving lead sounds β the wavetable changes every few ticks.
- Built-in waveforms: Most systems include presets β sine, square, sawtooth, triangle, custom user-saved waves.
Sample Instrument
Used by: Genesis Channel 6 DAC mode, NES DPCM, Neo Geo ADPCM, PC Engine sample mode, MSX2 (with extension).
- Load WAV files from disk into the sample bank.
- Up to 12 samples per bank on most systems. Multiple banks supported with the EBxx effect to switch banks mid-song.
- Pitch slider: Basic playback speed multiplier. DefleMask does not re-sample WAVs β pitch sliders are coarse. For precise pitch control, prepare your samples in a real audio editor first.
- Each sample is assigned to a base note on the keyboard. Triggering a different note plays the sample at a different speed/pitch.
- Genesis sample workflow: On Genesis, samples play through Channel 6 in DAC mode. Activate by writing 17 01 in the effect column of FM Channel 6 (this enables DAC mode and selects the first sample). Trigger the sample with note entry. 17 00 disables DAC mode and returns Channel 6 to FM. This is how Streets of Rage 2 plays drum samples β Channel 6 alternates between FM and sample mode mid-song.
The Instrument List
- Numbered 00 to FF depending on system.
- Click to select β the selected instrument plays when you preview notes from the on-screen piano.
- Double-click or hit Edit to open the Instrument Editor.
- Right-click for Copy / Paste / Save Instrument options. Save your favorite instruments as .dmp files for reuse across projects.
- Import .tfi / .vgi / .opm files (Genesis instrument formats ripped from real games) into FM instrument slots. Drag and drop on PC. Massive library of free instruments online from ripped game music.
9. Genesis FM Deep Dive β Operators, Algorithms, ADSR
The YM2612 is the most rewarding and most intimidating instrument in DefleMask. Master this and the Arcade YM2151, Neo Geo, and MSX2 FM editors all make sense β they're variations of the same theory.
How FM Synthesis Works (Plain English)
- Each FM channel has 4 operators. An operator is a sine wave generator with its own envelope.
- Operators come in two roles: Carriers output sound directly to the speaker; Modulators modulate the frequency of other operators.
- Modulating one sine wave's frequency with another sine wave creates harmonics β additional partials above the base frequency. The more modulation, the more harmonics, the brighter and more complex the timbre.
- An algorithm defines which operators are carriers, which are modulators, and which modulators feed which carriers.
The 8 Algorithms
DefleMask shows all 8 algorithms as visual diagrams in the FM Instrument Editor. The operators on the right side of each diagram are the carriers (they output sound). Operators on the left are modulators.
- Algorithm 0: Linear chain β OP1 β OP2 β OP3 β OP4. Only OP4 is a carrier. Use: Bass sounds, deep complex timbres, "FM bass" classics.
- Algorithm 1: OP1+OP2 β OP3 β OP4. OP4 carrier. Use: Brass, complex pads.
- Algorithm 2: OP1 β OP3, OP2 β OP3 β OP4. OP4 carrier. Use: Plucks, defined attacks.
- Algorithm 3: OP1 β OP2 β OP4, OP3 β OP4. OP4 carrier. Use: Strings, organic tones.
- Algorithm 4: OP1 β OP2 carrier; OP3 β OP4 carrier. 2 carriers β louder output. Use: Pianos, electric pianos, mallets.
- Algorithm 5: OP1 β OP2, OP1 β OP3, OP1 β OP4. 3 carriers (OP2, OP3, OP4). Use: Brass, organs, anything that needs presence.
- Algorithm 6: OP1 β OP2. OP3 and OP4 are independent carriers. 3 carriers. Use: Layered sounds, additive tones.
- Algorithm 7: All four operators are independent carriers β no modulation. Pure additive synthesis. Use: Sine pads, chords from a single channel using Channel 3 EXT mode, pure tones.
The Operator Parameters
Each operator has the following knobs in the DefleMask FM editor:
- AR (Attack Rate, 0-31): How fast the operator reaches full volume after note-on. Higher = faster attack. 31 = instant. 0 = silent attack.
- D1R (Decay 1 Rate, 0-31): How fast the operator drops from peak to the Sustain Level (SL) after attack completes. Higher = faster decay.
- SL (Sustain Level, 0-15): The level the operator holds at after D1R completes. 0 = full volume held. 15 = silent (operator dies after attack/decay).
- D2R (Decay 2 Rate / Sustain Rate, 0-31): How fast the operator continues to decay during the sustain phase. 0 = held forever. Non-zero = continued fade while note is held.
- RR (Release Rate, 0-15): How fast the operator fades after note-off. Higher = faster release.
- TL (Total Level, 0-127): The operator's volume. Counter-intuitive: 0 = MAXIMUM volume, 127 = silent. This is true to original Yamaha hardware. Higher number = quieter.
- MULT (Multiplier, 0-15): Frequency multiplier relative to the note pitch. 1 = same pitch. 2 = octave up. 0 = half pitch (octave down). 3, 5, 7 = odd harmonics for inharmonic timbres.
- DT (Detune, -3 to +3): Fine pitch offset of the operator. Detuning slightly creates beating/chorus effects. Heavy detune creates dissonance.
- RS (Rate Scale / Key Scale, 0-3): How much higher notes shorten envelope times. Real instruments decay faster at higher pitches β RS replicates this.
- AM (Amplitude Modulation switch): Per-operator checkbox. When enabled, the global LFO modulates this operator's volume = tremolo. Must be enabled per operator individually.
- SSG-EG (Software Sound Generator Envelope Generator): Special mode that retriggers or inverts the envelope in 8 different patterns. Values 0-7 each behave differently. Value 5 = fade-in instead of fade-out. Used for special effects, gritty textures, and impossible envelopes.
Channel-Level Parameters (Global per channel)
- ALG (Algorithm 0-7): Which of the 8 algorithms.
- FB (Feedback, 0-7): How much of OP1's output loops back into OP1's input. 0 = no feedback. 7 = maximum feedback (OP1 becomes a self-modulating saw-like wave).
- FMS (Frequency Modulation Sensitivity): How much the global LFO affects pitch (vibrato depth). 0 = no vibrato. Higher = deeper.
- AMS (Amplitude Modulation Sensitivity): How much the global LFO affects volume on AM-enabled operators (tremolo depth).
The LFO
The YM2612 has one global LFO shared by all 6 FM channels. This is a hardware limitation. Set the LFO speed and on/off state with the 11xy effect command. Y range = 0-7 for speed. The LFO drives both vibrato (via FMS on each channel) and tremolo (via AMS + AM-enabled operators).
Building Your First FM Patch β Bass Recipe
For a punchy Genesis bass:
- Algorithm 0 (linear chain, max modulation, one carrier).
- Feedback: 5 or 6 (rich harmonics on OP1).
- OP1 (modulator): AR 31, D1R 18, SL 0, D2R 0, RR 8. TL 18-25 (controls modulation depth β lower = brighter/buzzier).
- OP2 (modulator): Similar to OP1, slightly less aggressive. TL 30-40.
- OP3 (modulator): AR 31, fast decay, contributes to attack character. TL 25-35.
- OP4 (carrier): AR 31, D1R 0, SL 0, D2R 0, RR 6. TL 0-5 (loud β this is the output).
- MULT: OP1=1, OP2=1, OP3=1, OP4=1 (or experiment with OP1=2 for an octave-up modulation harmonic).
- DT: All zero for tight tuning, or +/-1 on one operator for slight movement.
Test it. Adjust OP1's TL β that's your "brightness" knob. Lower = more harmonics. Adjust OP4's TL only if it's too loud or quiet at output.
Importing FM Patches
DefleMask reads multiple FM patch formats:
- .dmp β DefleMask's native instrument format. Save and reload your own patches.
- .tfi β TFM Music Maker format. Genesis instruments ripped from real games using emulators like Regen/Gens. Massive free libraries on chiptune forums.
- .vgi β VGM Music Maker format. Same idea, different file structure.
- .opm β Yamaha YM2151 patch format. Convert between Genesis and Arcade FM. Some compatibility caveats since the chips differ slightly.
Drag and drop these files onto the FM Instrument Editor on PC. On Android, use the import button in the instrument editor.
10. Effects β Standard MOD + System-Specific
Effects are commands placed in the effect column of any row. Two-digit hex code + two-digit hex value. Most apply to the channel they're in; some are global.
Standard Effects (Work on All Systems)
- 00xy β Arpeggio. Rapidly cycles 3 notes per tick: base note, base+x semitones, base+y semitones. 0047 = major chord arpeggio. 0037 = minor chord arpeggio. The chiptune chord trick β fakes polyphony on a mono channel.
- 01xx β Portamento Up. Adds xx to frequency every tick. Pitch slides up at speed xx.
- 02xx β Portamento Down. Subtracts xx from frequency every tick.
- 03xx β Portamento to Note (Tone Portamento). Slides from current pitch to next note's pitch at speed xx. Used for legato/glide between notes.
- 04xy β Vibrato. x = speed (0-F), y = depth (0-F). 0444 = medium vibrato. Set both to 0 to disable.
- 07xy β Tremolo. x = speed, y = depth. Pulsing volume effect.
- 08xy β Set Panning (where supported). x = left volume, y = right volume.
- 09xx β Set Speed 1. Override the song's Speed A value mid-pattern.
- 0Axy β Volume Slide. x = up speed, y = down speed. 0A05 = slide volume down by 5 per tick. 0A50 = slide volume up by 5 per tick.
- 0Bxx β Position Jump. Jump to frame xx in the matrix. Used for song loops and skips.
- 0Cxx β Set Volume. Force the channel volume to xx instantly. Often easier than setting volume in the volume column.
- 0Dxx β Pattern Break. End the current pattern and jump to row xx of the next pattern. Used for fills that don't fill an entire pattern.
- 0Fxx β Set Speed 2. Override Speed B mid-pattern.
Extended Effects (Standard E-prefix)
- E0xx β Arpeggio Tick Speed. Controls how fast the 00xy arpeggio cycles between its 3 notes.
- E1xy β Note Slide Up. x = speed, y = number of semitones up.
- E2xy β Note Slide Down. x = speed, y = number of semitones down.
- E3xx β Set Vibrato Mode. 0 = both directions (default), 1 = up only (guitar-like), 2 = down only.
- E4xx β Set Fine Vibrato Depth. Smaller increments than 04xy for subtle vibrato.
- EBxx β Set Sample Bank. Switches sample banks on systems with multiple banks (Genesis DAC, NES DPCM, Neo Geo).
- ECxx β Note Cut. Cuts the note xx ticks after note-on. Hard cut, no envelope release.
- EDxx β Note Delay. Delays the note xx ticks before triggering. Used for off-grid hits, ghost notes, swing variations.
- EExx β Sync Signal. Used in VGM exports to mark sync points for game engines reading the VGM.
- EFxx β Set Global Pitch. Detunes the entire song. Values >80 = pitch up, <80 = pitch down. Cumulative across multiple commands.
Genesis-Specific Effects
- 11xy β LFO Control. x = on/off (0=off, non-zero=on). y = speed (0-7).
- 12xx β Set FB (Feedback) for current channel.
- 13xx β Set TL of Operator 1.
- 14xx β Set TL of Operator 2.
- 15xx β Set TL of Operator 3.
- 16xx β Set TL of Operator 4.
- 17xx β Enable DAC sample playback (Channel 6 only). 17 01 enables, 17 00 disables.
- 18xx β Channel 3 Special Mode. Splits FM Ch3 into 4 independent operator frequencies for special techniques.
Game Boy / NES / Other System Effects
Each system has its own extension effects. Check the Effect List panel in DefleMask (visible by default in Modular UI, accessible via the menu in Touch UI) β it shows every effect available for the currently-selected system with brief descriptions. Always reference the Effect List rather than memorizing all of them β system-specific effects are too many to remember and DefleMask shows them inline.
Effect Stacking
- Click the + at the top of any channel column to add additional effect lanes (up to 4 per channel).
- Multiple effects on the same row execute in order. 0447 (vibrato) + 0A03 (volume slide down) on the same row applies both simultaneously.
- Effects continue across rows until cancelled or replaced. 0447 on row 00 keeps vibrating until you place 0400 on a later row.
11. Recording β Step Entry, Live Recording, MIDI Input
Three ways to get notes into DefleMask. Each has its place.
Step Entry (The Default Tracker Workflow)
- Record Mode OFF. Move the cursor to the cell you want to fill. Press a note key. The note is written, the cursor advances by Step. Repeat.
- This is how 99% of tracker music is made historically. Slow, deliberate, precise. You see every note as you place it.
- Best for: Programmatic patterns β drum loops, basslines, structured leads, anything where you know exactly what notes you want.
Live Recording
- Record Mode ON (Space on PC, Record button on Android).
- Press Play. The pattern starts scrolling. Play notes on the on-screen piano (or computer keys, or MIDI keyboard) as the playhead moves through rows.
- Notes get written to the pattern at the row currently playing.
- The cursor color changes (red on default theme) to indicate recording.
- Quantization happens automatically by Step. If Step = 1, every note snaps to the nearest row. If Step = 4, notes snap to every 4th row.
- Best for: Capturing performance feel, jamming over existing patterns, getting timing nuance you wouldn't program manually.
MIDI Input β PC Setup
- Connect your MIDI controller (USB or 5-pin DIN via interface).
- Options β MIDI Config β select your device from the list.
- Options β MIDI Velocity β enable to record velocity into the volume column.
- Options β MIDI Poly Input β enable to send chords (multiple keys at once = multiple notes across multiple channels).
- Options β MIDI Wheel Depth β set pitch bend wheel depth in semitones (default 2).
MIDI Input β Android Setup
- Connect a USB MIDI keyboard via USB OTG, or a Bluetooth MIDI keyboard.
- The app should detect it automatically.
- Some controllers (Arturia Keystep, certain Donners) have had detection issues β check the Play Store reviews and Discord for current compatibility status.
- Once detected, MIDI input behaves identically to PC.
MPK Mini IV Workflow
Your MPK Mini IV pairs perfectly with DefleMask:
- Keys β notes in the pattern editor.
- Mod wheel β vibrato depth if mapped (or a CC-mapped effect).
- Pitch wheel β real-time pitch bend captured into pattern data.
- Sustain pedal β note length extension during live recording.
- The 8 knobs can be CC-mapped via Options β MIDI Config to control selected parameters in real time.
Live Mode (No Recording)
- Ctrl+Enter (PC) toggles between Track Mode and Live Mode.
- In Live Mode, MIDI/keyboard notes play but don't write to the pattern. It's pure performance β DefleMask becomes a real-time chip synth.
- Best for: Live performance, sound design, testing instruments without polluting your patterns.
12. Saving & Exporting β DMF, VGM, WAV, ROM
DefleMask exports to multiple formats for different purposes. Pick the right one.
DMF β DefleMask Module Format
- The native project file. Save with File β Save / Save As.
- Always keep your DMF. It's the only format that's editable.
- Cross-platform identical. A DMF made on Android opens on PC and vice versa with zero conversion.
- File extension: .dmf
VGM β Video Game Music
- The chiptune archival format. Logs every register write to the chip.
- File β Save VGM (or Export VGM on Android).
- Plays on real hardware via VGM players, flash carts, or game engine integration.
- Plays in VGM software (VGMPlay, Foobar2000 with VGM plugin, in-DefleMask via the VGM player on Plogue Chipsynth MD).
- Lossless. Every nuance of the chip emulation is preserved exactly.
- File extension: .vgm (uncompressed) or .vgz (gzipped).
- Use case: Distributing music to chiptune communities, archival, real-hardware playback, integration with game engines that support VGM (SGDK for Genesis development).
WAV β Standard Audio File
- The universal format. File β Export WAV.
- DefleMask renders the song in real time to a WAV file.
- Stop playback manually if your song uses Bxx looping β VGM-style infinite loops won't auto-stop the WAV export. Set a clear ending, or stop the export when you've captured enough loops.
- Sample rate: 44.1 kHz default. Adequate for chiptune since the source is low-resolution chip emulation.
- Use case: Loading your chiptune into Cubase, FL Studio, Bitwig, Ableton β anywhere you'd treat it as a stem in a larger production. This is the bridge from DefleMask into your DAW workflow.
ROM β Real Hardware Cartridge File
- Builds an actual cartridge ROM. File β Save ROM.
- Available systems: Genesis, NES, Game Boy, PC Engine, Neo Geo, C64.
- The ROM boots on real hardware via flash carts (Mega EverDrive for Genesis, Everdrive N8 for NES, EZ-Flash for Game Boy, etc.).
- The ROM also runs in emulators β Genesis Plus GX, Nestopia, BGB, Mednafen β exactly as a real game would.
- ROM size limits: Each system has hardware limits. Long songs may not fit on smaller ROM sizes. DefleMask warns you if a song is too large.
- Use case: Game development. If you're scoring a homebrew Genesis game, the DefleMask ROM contains your music as a self-contained playable executable. Drop it on a Mega EverDrive, plug into a real Genesis, hear your track on real hardware.
Exporting Stems for DAW Mixing
DefleMask doesn't export per-channel stems by default. Workaround for PC:
- Mute every channel except the one you want. Use Ctrl+1 through Ctrl+9 to mute channels.
- Export WAV with only that channel unmuted.
- Repeat for each channel.
- Import all the WAVs into your DAW as separate tracks.
- Now you can EQ, compress, pan, and mix each chip channel independently β treating DefleMask as a multi-track recording.
This is tedious but it's the only path to traditional stem mixing of DefleMask material. Worth doing on important final productions.
Video Export
Some recent versions of DefleMask include a video export feature with on-screen visualizations (oscilloscope, channel activity, instrument names). File β Export Video. Useful for YouTube uploads β the visualization sells the chiptune authenticity to viewers.
13. Cross-Platform Workflow β Android β PC Same File
DefleMask's killer feature for the modern producer: identical files across platforms. Workflow ideas:
The Mobile Sketch β Desktop Finish Workflow
- On Android (couch / commute / waiting room): Sketch melodies, lay down basslines, build pattern variations. Touch UI is fast for note entry and idea capture.
- Save the DMF to Google Drive / Dropbox / iCloud before closing.
- On PC at the studio: Open the same DMF in DefleMask Steam. Now you have all your panels, MIDI keyboard, and full Modular UI. Continue refining instruments, tightening effects, exporting WAV/VGM/ROM.
- This is the chiptune equivalent of how you sketch beats on FL Mobile and finish in FL Studio PC. Same paradigm, applied to chiptune.
The Studio β Mobile Practice Workflow
- On PC: Build a complex Genesis FM bass instrument. Save as .dmp.
- On Android: Open a fresh module. Load the .dmp. Practice writing patterns with that instrument while you're away from the studio.
- The same instrument behaves identically on both platforms because both versions emulate the chip register-by-register.
The Live Performance Workflow
- DefleMask Mobile on Android can perform live without a laptop.
- Plug your phone/tablet into a mixer or audio interface (USB-C audio, Bluetooth audio, or 3.5mm out).
- Trigger sections via Bxx jumps and pattern edits in real time.
- Some users have reported using mobile DefleMask for full live chiptune sets β the touch UI's hold-record-for-clone feature makes pattern variation live very feasible.
File Sync Setup
- Google Drive sync folder on PC pointed at Documents/DefleMask/. Files auto-upload.
- On Android, use the Google Drive app to download the latest DMF before opening it in DefleMask.
- Or use Solid Explorer / Material Files on Android to mount the Drive folder as native storage so DefleMask sees it directly.
14. Touch UI Specifics β Android Tips
The Android version is fully featured but touchscreen-specific tricks make it much faster.
Two-Finger Gestures
- Pinch zoom on the pattern editor: Adjust row height. Bigger rows = easier touch precision but less of the pattern visible.
- Two-finger scroll on the pattern: Fast vertical navigation through long patterns.
The Floating Toolbox
- Drag the toolbox to reposition it anywhere on screen. Place it where your thumb naturally rests.
- Resize the toolbox in some versions by long-pressing the title bar.
- Hide/show the toolbox to free up screen space when you've memorized the keyboard shortcuts equivalents.
Press-and-Hold Tricks (Android Only)
- Hold Record button: Toggles Clone Pattern On Write β when ON, entering a note creates a copy of the current pattern automatically. Useful for variations.
- Hold Play button: Plays from cursor position instead of song start.
- Hold Play Pattern button: Plays the current row only. One-shot row preview.
- Long-press a pattern in the matrix: Brings up frame-level operations (insert, delete, copy).
Battery & Performance
- DefleMask Mobile uses the CPU constantly when emulating, especially Genesis FM and Neo Geo (multi-channel sample playback).
- Plug in for long sessions. Two-hour composition session will drain battery noticeably.
- Close other apps. DefleMask is responsive but background apps competing for CPU can cause audio glitches.
- If audio glitches occur: Increase the audio buffer (Options β Buffer Size). Higher buffer = more latency but stable audio. Lower buffer = tighter feel but possible dropouts on weaker hardware.
Importing Files on Android
- From Drive/Dropbox cloud: Download to local storage, then File β Open in DefleMask.
- From PC via USB: Connect phone to PC, drop DMF / DMP / TFI / WAV / VGM files into Documents/DefleMask/, disconnect, open in app.
- From email: Tap the attachment, choose "Open With" β DefleMask Mobile should appear if registered for .dmf extension.
15. Keyboard Shortcuts β PC Full Reference
Enter Play Song Β· Shift+Enter Play Pattern Β· Ctrl+Enter Switch Track/Live Mode Β· Space Toggle Record Β· ESC Exit/Stop Β· Alt+Enter Fullscreen Toggle
Saving:
Ctrl+S Quick Save Β· Ctrl+Shift+S Save As Β· Ctrl+O Open
Pattern Editing:
Backspace Delete & shift up Β· Insert Insert empty & shift down Β· Delete Clear cell Β· Ctrl+A Select All Β· Ctrl+C Copy Β· Ctrl+V Paste Β· Ctrl+X Cut Β· Ctrl+Z Undo Β· Ctrl+Y Redo
Pattern Navigation:
Arrows Cell-by-cell Β· Page Up/Down 16 rows Β· Home/End First/last row Β· Ctrl+Home/End First/last pattern Β· Tab Next channel Β· Shift+Tab Previous channel
Octave & Step:
F2 Octave Down Β· F3 Octave Up Β· Ctrl++ Increase Step Β· Ctrl+- Decrease Step
Note Entry (Lower Octave):
Z X C V B N M White keys C-B Β· S D / G H J Black keys
Note Entry (Upper Octave):
Q W E R T Y U White keys C-B Β· 2 3 / 5 6 7 Black keys
Special Notes:
1 Note Off Β· ` Note Cut
Channel Mute/Solo:
Ctrl+1-9 Mute Channel N Β· Ctrl+Shift+1-9 Solo Channel N
Panels & Skins:
F1 Toggle Pattern Matrix / Instrument Editor Β· F9 Previous Skin Β· F10 Next Skin
Custom Key Bindings
- Options β Key Bindings (PC) opens the full keymap.
- Every action in DefleMask can be remapped.
- The Kokumo binding setup: Map "Save" to a single key (like F12) for one-press saves. Map "Play from cursor" to a function key for fast preview without scrolling to top. Make Note Cut and Note Off accessible without Shift modifiers if you use them constantly.
16. Pro Tips β The Kokumo Method
- Start on Game Boy. 4 channels = no overwhelm. Learn the pattern editor, the matrix, the macros, and the export workflow on Game Boy first. Once Game Boy is comfortable, Genesis is the same idea with 6 more channels and FM synthesis on top.
- Steal instruments before you build them. Free libraries of .tfi Genesis patches exist on chipmusic.org, GitHub, and Discord. Download a pack of 100 ripped Genesis instruments. Load them into DefleMask. Now you have Streets of Rage bass, Phantasy Star strings, Sonic leads β instantly. Use them. Modify them. Learn FM by reverse-engineering the work of legends.
- Memorize five effects before learning the rest. The five that make 80% of chiptune: 00xy (arpeggio), 03xx (portamento to note), 04xy (vibrato), 0Axy (volume slide), 0Bxx (position jump for loops). Master these. The other 30+ effects you'll learn organically as songs demand them.
- Use Channel 3 EXT mode on Genesis sparingly but powerfully. Splitting Ch3 into 4 sine operators gives you 4 extra mono channels for sub-bass, or for stacking detuned sines into a mass. Saves channels in dense arrangements. Read the manual's Genesis section before using β there are gotchas.
- The DAC sample trick on Genesis Channel 6. Enable with 17 01, sample plays through Ch6 instead of FM. Disable with 17 00, Ch6 returns to FM duty. Streets of Rage 2 and Sonic 3 use this constantly β kick drums and snares fire on Ch6 between FM melody notes. Mastering this trick is what separates beginner Genesis tracks from authentic ones.
- Reuse patterns ruthlessly in the matrix. A 4-bar bassline pattern repeated across 32 frames takes the same memory as one 4-bar pattern. Don't duplicate your bassline 32 times β reference Pattern 00 in the matrix 32 times. Edit once, change everywhere.
- Save with version numbers. dead-earth-theme-v01.dmf, v02.dmf, v03.dmf. DefleMask doesn't have project history. If you make a destructive change and don't like it, only your saved versions can rescue you. Discipline.
- Export WAV stems channel-by-channel for serious tracks. Mute all but one channel, export WAV, repeat for each channel. Now you have 6 (Genesis FM) + 4 (PSG) = 10 stems to mix in Cubase or Bitwig. This is how you turn DefleMask output into a fully produced track.
- Use the oscilloscope view while composing. Watching each channel's waveform in real time teaches you what FM operators are doing. You start to see the difference between Algorithm 0 and Algorithm 5 visually. Pattern recognition accelerates your FM design skills.
- Cross-pollinate with other trackers. Furnace (free) reads DMF files. So does some VGM player software. Open your DMF in Furnace to see the same song in a different interface. Sometimes a fresh interface reveals what's wrong with a pattern. Furnace is free, Linux/Mac/Windows, actively developed β keep it as a sister tool.
- The Touch UI on PC tip. Even on desktop, Options β UI Mode β Touch UI gives you the mobile layout. Sometimes the simplified Touch UI helps you focus on the pattern grid without panel distractions. Try it on a complex song that's overwhelming you visually.
- Discord is the community. The official DefleMask Discord (link from deflemask.com) is where Delek and the community live. Post your DMF, get feedback, hear other people's work. Chiptune is small enough that you'll get real responses from real composers β including the developer himself.