DMF File Format

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Extracted from: http://www.delek.com.ar/soft/deflemask/DMF_SPECS.txt

Delek @ 2015. Leonardo Demartino.
Specs for DMF (DefleMask Module Format, for DefleMask 11 and above)

I wrote this text file looking at the source code, any suggestion or request can be done at:
- http://www.delek.com.ar/forum
- http://www.facebook.com/Delek.Page
- http://www.twitter.com/_Delek
- http://www.soundcloud.com/Delek_Music
- deeleek (at) gmail (.) com

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"//" means a comment line, not actual information of the format.
// .DMF files are compressed using zlib, after you decompress a DMF, you will start to read the next chunk of bytes.
// I added tabulations for better reading, also you will find IF statements that you should follow. Systems have different things to read and save.

//START OF DMF FORMAT

//FORMAT FLAGS
16 Bytes: Format String, must be ".DelekDefleMask."
1  Byte:  File Version, must be 19 (0x13) for DefleMask 11

//SYSTEM SET
1  Byte:  System:
	  SYSTEM_GENESIS 2    (SYSTEM_TOTAL_CHANNELS 10)
	  SYSTEM_SMS 3	      (SYSTEM_TOTAL_CHANNELS 4)
	  SYSTEM_GAMEBOY 4    (SYSTEM_TOTAL_CHANNELS 4)
	  SYSTEM_PCENGINE 5   (SYSTEM_TOTAL_CHANNELS 6)
	  SYSTEM_NES 6	      (SYSTEM_TOTAL_CHANNELS 5)
	  SYSTEM_C64 7        (SYSTEM_TOTAL_CHANNELS 3)
	  SYSTEM_YM2151 8     (SYSTEM_TOTAL_CHANNELS 13)

//VISUAL INFORMATION
1 Byte:   Song Name Chars Count (0-255)
N Bytes:  Song Name Chars
1 Byte:	  Song Author Chars Count (0-255)
N Bytes:  Song Author Chars
1 Byte:	  Highlight A in patterns
1 Byte:   Highlight B in patterns

//MODULE INFORMATION
1 Byte:	  Time Base
1 Byte:   Tick Time 1
1 Byte:   Tick Time 2
1 Byte:   Frames Mode (0 = PAL, 1 = NTSC)
1 Byte:   Using Custom HZ (If set to 1, NTSC or PAL is ignored)
1 Byte:   Custom HZ value 1
1 Byte:   Custom HZ value 2
1 Byte:   Custom HZ value 3
1 Byte:   TOTAL_ROWS_PER_PATTERN
1 Byte:   TOTAL_ROWS_IN_PATTERN_MATRIX
1 Byte:   Arpeggio Tick Speed

//PATTERN MATRIX VALUES (A matrix of SYSTEM_TOTAL_CHANNELS x TOTAL_ROWS_IN_PATTERN_MATRIX)
Repeat this SYSTEM_TOTAL_CHANNELS times
	Repeat this TOTAL_ROWS_IN_PATTERN_MATRIX times
		1 Byte: Pattern Matrix Value: (Index from SYSTEM_TOTAL_CHANNELS loop, Index from TOTAL_ROWS_IN_PATTERN_MATRIX loop)

//INSTRUMENTS DATA (.DMP format is similar to this part, but there are some discrepancies, please read DMP_Specs.txt for more details)
1 Byte: TOTAL_INSTRUMENTS
Repeat this TOTAL_INSTRUMENTS times
	1 Byte:   Instrument Name Chars Count (0-255)
	N Bytes:  Instrument Name Chars
	1 Byte:   Instrument Mode (0 = STANDARD INS, 1 = FM INS)

	//PER INSTRUMENT MODE DATA

		//IF INSTRUMENT MODE IS FM ( = 1)
			1 Byte: ALG
			1 Byte: FB
			1 Byte: LFO (FMS on YM2612, PMS on YM2151)
			1 Byte: LFO2 (AMS on YM2612, AMS on YM2151)
			Repeat this TOTAL_OPERATORS times
				1 Byte: AM
				1 Byte: AR
				1 Byte: DR
				1 Byte: MULT
				1 Byte: RR
				1 Byte: SL
				1 Byte: TL
				1 Byte: DT2
				1 Byte: RS
				1 Byte: DT
				1 Byte: D2R
				1 Byte: SSGMODE (BIT 4 = 0 Disabled, 1 Enabled, BITS 0,1,2 SSG_MODE)

		//IF INSTRUMENT MODE IS STANDARD ( = 0)
			//IF NOT SYSTEM_GAMEBOY (Game Boy uses STD instruments but has internal ADSR Volume, do not read VOLUME MACRO for it)
				//VOLUME MACRO
				1 Byte: ENVELOPE_SIZE (0 - 127)
				Repeat this ENVELOPE_SIZE times
					4 Bytes: ENVELOPE_VALUE
			//IF ENVELOPE_SIZE > 0
				1 Byte: LOOP_POSITION (-1 = NO LOOP)

			//ARPEGGIO MACRO
			1 Byte: ENVELOPE_SIZE (0 - 127)
			Repeat this ENVELOPE_SIZE times
				4 Bytes: ENVELOPE_VALUE (signed int, offset=12)
			//IF ENVELOPE_SIZE > 0
				1 Byte: LOOP_POSITION (-1 = NO LOOP)
			1 Byte: ARPEGGIO MACRO MODE (0 = Normal, 1 = Fixed)

			//DUTY/NOISE MACRO
			1 Byte: ENVELOPE_SIZE (0 - 127)
			Repeat this ENVELOPE_SIZE times
				4 Bytes: ENVELOPE_VALUE
			//IF ENVELOPE_SIZE > 0
				1 Byte: LOOP_POSITION (-1 = NO LOOP)

			//WAVETABLE MACRO
			1 Byte: ENVELOPE_SIZE (0 - 127)
			Repeat this ENVELOPE_SIZE times
				4 Bytes: ENVELOPE_VALUE
			//IF ENVELOPE_SIZE > 0
				1 Byte: LOOP_POSITION (-1 = NO LOOP)

			//PER SYSTEM DATA
				//IF SYSTEM_C64
					1 Byte: Triangle Wave Enabled
					1 Byte: Saw Wave Enabled
					1 Byte: Pulse Wave Enabled
					1 Byte: Noise Wave Enabled
					1 Byte: Attack
					1 Byte: Decay
					1 Byte: Sustain
					1 Byte: Release
					1 Byte: Pulse Width
					1 Byte: Ring Modulation Enabled
					1 Byte: Sync Modulation Enabled
					1 Byte: To Filter
					1 Byte: Volume Macro To Filter Cutoff Enabled
					1 Byte: Use Filter Values From Instrument
					//FILTER GLOBALS
					1 Byte: Filter Resonance
					1 Byte: Filter Cutoff
					1 Byte: Filter High Pass
					1 Byte: Filter Low Pass
					1 Byte: Filter CH2 Off
				//IF SYSTEM_GAMEBOY
					1 Byte: Envelope Volume
					1 Byte: Envelope Direction
					1 Byte: Envelope Length
					1 Byte: Sound Length

//END OF INSTRUMENTS DATA
//WAVETABLES DATA
1 Byte: TOTAL_WAVETABLES
Repeat this TOTAL_WAVETABLES times
	4 Bytes: WAVETABLE_SIZE
	Repeat this WAVETABLE_SIZE times
		4 Bytes: Wavetable Data
//PATTERNS DATA
Repeat this SYSTEM_TOTAL_CHANNELS times
	1 Byte: CHANNEL_EFFECTS_COLUMNS_COUNT
	Repeat this TOTAL_ROWS_IN_PATTERN_MATRIX times
		Repeat this TOTAL_ROWS_PER_PATTERN times
			2 Bytes: Note for this index
			2 Bytes: Octave for this index
			//Note values:
			//01 C#
			//02 D-
			//03 D#
			//04 E-
			//05 F-
			//06 F#
			//07 G-
			//08 G#
			//09 A-
			//10 A#
			//11 B-
			//12 C-

			//Special cases:
			//Note = 0 and octave = 0 means empty.
			//Note = 100 means NOTE OFF, no matter what is inside the octave value.

			2 Bytes: Volume for this index (-1 = Empty)
			Repeat this CHANNEL_EFFECTS_COLUMNS_COUNT times
				2 Bytes: Effect Code for this index (-1 = Empty)
				2 Bytes: Effect Value for this index (-1 = Empty)
			2 Bytes: Instrument for this index (-1 = Empty)

//PCM SAMPLES DATA
1 Byte: TOTAL_SAMPLES
Repeat this TOTAL_SAMPLES times
	4 Bytes: SAMPLE_SIZE
	1 Byte: Sample Rate
	1 Byte: Sample Pitch
	1 Byte: Sample Amp
	Repeat this SAMPLE_SIZE times
		2 Bytes: Actual Sample Data

//END OF DMF FORMAT