AV:RetroTINK-4K: Difference between revisions
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===== Nintendo NES/Famicom ===== | ===== Nintendo NES/Famicom ===== | ||
The NES renders games in 256x224p. A stock NES, model number NES-001, supports composite, while most other NES consoles support RF. You will need at least a composite signal to connect with the RT4K. | |||
NES renders and outputs all audio in mono. To get correct stereo into the RT4K, you will need to use a female-to-dual-male RCA splitter, and connect both male ends to the stereo audio inputs of the RT4K. | |||
===== Super NES/Super Famicom ===== | |||
The majority of Super NES games run in 256x224 resolution, while a select few games run with a mix of the following: 512x224 in the whole screen for menus, 256x224 for most of the image while running 512x224 over certain parts of the screen to create transparency effects, or the same but using 512x224 resolution to get sharper text on the screen. (https://consolemods.org/wiki/AV:RetroTINK-5X_Pro#512_%22Hi_Res%22_Games) | |||
We recommend using a Super NES model number SNS-001 or Super Famicom model number SHVC-001 and an RGB SCART cable wired for Sync-on-Luma, as this works with all of the aformentioned models. There are internal revisions of these models, noted as "1-Chip" on the motherboard, and the 1-Chip-03 does not work with Composite Sync. There is a revised model, SNS-101 and SHVC-101, also known as the Super Nintendo Junior. This model only supports composite video. | |||
As noted, there are revisions of the original model Super NES, noted by the "1-chip" on the motherboard. The 1-chip boards have sharper yet brighter video, while the non-1-chip boards have a "smudged" and slightly darker look. We encourage using the auto-gain functions in the ADC to correct the video on both models. | |||
1-chip vs non-1-chip plus ADC correction (https://consolemods.org/wiki/AV:RetroTINK-5X_Pro#1CHIP_Vs_3CHIP_Video_Output) Moro provided pics | 1-chip vs non-1-chip plus ADC correction (https://consolemods.org/wiki/AV:RetroTINK-5X_Pro#1CHIP_Vs_3CHIP_Video_Output) Moro provided pics | ||
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====== Super GameBoy ====== | ====== Super GameBoy ====== | ||
The Super GameBoy Cartridge allows you to play original style GameBoy and GameBoy Color cartridges on your TV using the Super Nintendo, and adds borders. Once dialed in, GameBoy games are rendered in a 160x144p window inside a 256x239p canvas. | |||
Profile included to maximize the GameBoy window to the screen. | |||
===== N64 ===== | ===== N64 ===== | ||
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All N64 have 3 levels of video processing that keeps it from being sharp: | All N64 have 3 levels of video processing that keeps it from being sharp: | ||
# All games scale their image to 640 pixels wide. Many games were rendered at different resolutions but the N64 will scale to 640. | |||
#* Many games render at 320 pixels wide and, as a trick, you can double your ADC Decimation factor to "correctly" render games in their original resolution. This trick only works for games that render at 320 pixels wide, and do not work for games that render at other resolutions that are not 320 or 640 pixels wide. | |||
# Software level anti-aliasing. This can be disabled by patching ROMs or using a Gameshark to disable the effect. | |||
# Hardware level anti-aliasing. This can't be disabled without a physical mod. | |||
====== Pokemon Stadium GameBoy Tower ====== | ====== Pokemon Stadium GameBoy Tower ====== | ||
Pokemon Stadium's GameBoy Tower allows you to play Pokemon games on your TV, just like a Super GameBoy. It also uses borders just like the Super GameBoy. The issue, however, is the scaling noted above. These games render at 160x144p inside a 256x239p canvas, which is then scaled to 640 pixels wide. You will not get a sharp picture out of this setup due to that factor alone. It is recommended to play in a generic or default profile. | |||
===== Nintendo GameCube ===== | ===== Nintendo GameCube ===== | ||
For the purposes of use with the RetroTINK 4K-Pro, it is highly recommended to use a DOL-001 GameCube, which has the digital out port, and an Insurrection Industries Carby, which outputs crisp digital video and can connect to the Digital Video input port of the RT4K. If you insist on buying YPbPr cables, we can only recommend the OEM D-Terminal cable with a D-Terminal to Component adapter, or the OEM component Cable. | |||
Swiss and the anti-flicker filter. | Most GameCube Games will run at 480p, and that progressive mode is activated by holding B when the GameCube boots up a game. | ||
====== Swiss, the Anti-Flicker Filter, and Horizontal Frame buffer Width ====== | |||
While Most GameCube games run at 480p and progressive mode is relatively easy to access, many GameCube games use an "anti-flicker-filter" by default, which will soften the image. Most of these filters can't be turned off in any menu, but the homebrew software Swiss will allow you to boot games, including your own disks, with the anti-flicker filter turned off. As an added bonus, newer versions of Swiss automatically turn the filter off and boot your game in 480p. | |||
A few GameCube games scale their image to fit the console's frame buffer before output. Swiss allows you to turn this off and shows the image at its original framebuffer width, and you can use the RT4K to scale it back, for a small sharpness gain. | |||
====== 240p Games ====== | ====== 240p Games ====== | ||
Megaman X Collection and | There are 2 GameCube games that run at 240p: Megaman X Collection, and the NES games in the Zelda Collector's Edition Promotional Disc. This means you do not have to enable 480p to run those games and can sharply scale these games on the RT4K. | ||
====== GameBoy Player + GameBoy Interface ====== | ====== GameBoy Player + GameBoy Interface ====== | ||
The GameBoy Player is a popular add-on to the GameCube that allows you to play GameBoy, GameBoy Color, and GameBoy Advance games on your TV. The GameBoy Player Disk does not sharply render games onto the screen, but you can use the homebrew software GameBoy Interface to sharply render games into the RT4K. A specific flavor of GBI was created to take advantage of the Insurrection Industries Carby and the TINK 4K's Digital Video input. Please use files <code>gbihf-rt4k-HDMI.cli</code>, <code>gbihf-rt4k-HDMI.dol+cli</code> or <code>gbihf-rt4k-HDMI.gci</code> included with GBI and follow the instructions noted [https://www.gc-forever.com/wiki/index.php?title=Game_Boy_Interface/High-Fidelity_Edition#RetroTINK-4K here]. | |||
Profiles included for 13x scaled GBA games and 15x scaled GBC games. | Profiles included for 13x scaled GBA games and 15x scaled GBC games. | ||
===== Nintendo Wii ===== | ===== Nintendo Wii ===== | ||
The Nintendo Wii is a very versatile console: it plays GameCube Games, Wii Games, and many classic retro titles through emulators as part of the Virtual Console lineup. The Wii has easy to find YPbPr component cables and can easily support 480p across all Wii software through its component cables. The Wii only supports 3 resolutions: 720x240p, 720x480i, and 720x480p. Please read on for more information on the GameCube | |||
The Wii only supports 3 resolutions: 720x240p, 720x480i, and 720x480p. | |||
Profile included for basic generic output. It is recommended you use this for basic Wii use. | |||
====== Virtual Console ====== | |||
Many Virtual Console games output at 240p when the Wii is in SDTV mode, and they will line double to output at 480p in EDTV mode. All virtual console games scale the image to 640 pixels wide, so it is recommended you use the default or generic profiles for playing virtual console games. Also of note: NES Virtual console games are rendered many shades darker than an orignal console, as an anti-epilepsy measure. | |||
480p | ====== USBLoader GX, and Counteracting the Anti-Flicker Filter, 480p LPF, and the Framebuffer Video Width ====== | ||
Homebrew called USBLoader GX allows you to activate or deactivate code before running games, even on your disks. | |||
anti-flicker filter | Most Wii games will apply an anti-flicker filter, even at 480p, which results in a softer picture. Use USBLoader GX's options to turn this off for Wii Games. If you wish to run GameCube games, you will need to turn the anti-flicker filter off separately in either Nintendont or Devolution, but USB-Loader GX does have these options in its menu. | ||
There is an option in USBLoader GX called the "480p pixel fix" which makes the game look much sharper. It only works with RVL-001 models with the internal CPU-01 motherboard. | |||
You can get even sharper picture from the Wii by enabling the "Video Width: Framebuffer" option in USBLoader GX. This will make games output in their original rendering resolution, which you can then rescale using the RT4K to get a much sharper picture than originally intended at the "correct" aspect ratio. As an added bonus, NES and Super NES games will render at 512x224p with this option turned on, which you can use a doubled decimation factor to treat a game like its original 256x224 resolution, and get picture on par with their original consoles. | |||
===== Nintendo WiiU ===== | ===== Nintendo WiiU ===== | ||
Please use the WiiU's HDMI output. Please also note the WiiU's HDMI outputs in limited range, so please change that in the HDMI Receiver Setup Menu. | |||
===== Nintendo Switch ===== | ===== Nintendo Switch ===== | ||
====== NSO Games ====== | ====== NSO Games ====== | ||
it is highly recommended to use 1080p output for the NSO emulators and turning on "Pixel Perfect" in their settings under "Game Screen" and to also turn off "Show controls in game" under "Control Display," and to turn off "reproduce classic feel" on the GameBoy and GameBoy Advance apps. This way, all games output a perfectly integer scaled, line-multiplied output for their games. | |||
===== Sega Master System ===== | ===== Sega Master System ===== | ||
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Composite effects. see this portion of the 5x wiki https://consolemods.org/wiki/AV:RetroTINK-5X_Pro#Genesis_Dithering | Composite effects. see this portion of the 5x wiki https://consolemods.org/wiki/AV:RetroTINK-5X_Pro#Genesis_Dithering | ||
====== Sega CD ====== | |||
====== Sega 32x ====== | |||
====== Master System Games on Genesis ====== | |||
===== Sega Saturn ===== | ===== Sega Saturn ===== | ||
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===== Sony PlayStation ===== | ===== Sony PlayStation ===== | ||
All Sony Playstation models support RGBS. It is recommended to use a well shielded SCART cable that uses Sync-on-Luma. | |||
====== Resolution Switching ====== | |||
PlayStation games will switch resolutions often, usually horizontal resolutions, but occasionally vertical resolutions as well. The PlayStation is a perfect use for the Automatic Sampling Detection feature of the RT4K. To help with switching vertical resolutions quickly, please enable Triple Buffer in the RT4K's Output menu. | |||
see this part of the 5x wiki https://consolemods.org/wiki/AV:RetroTINK-5X_Pro#Resolution_Switching | |||
Profiles included will automatically switch to all resolutions. You may want to consider looking through your game collection and see if you can turn off any resolutions that you won't use, for faster response from the auto sampling detection. | Profiles included will automatically switch to all resolutions. You may want to consider looking through your game collection and see if you can turn off any resolutions that you won't use, for faster response from the auto sampling detection. | ||
===== Sony PlayStation 2 ===== | ===== Sony PlayStation 2 ===== | ||
The PS2 outputs 240p, 480i, 480p, and 1080i and supports RGB as well as YPbPr. For simplicity, it is highly recommended to use YPbPr cables because the RT4K will automatically detect and switch to all those resolutions seamlessly. The PS2 will use RGBS for 240p and 480i, but will switch to RGsB for any resolutions above that. While the RT4K supports RGsB, it does not automatically switch from RGBS to RGsB, you will need to change the input manually. | |||
PS1 games on PS2 use a different set of optimal sampling numbers | All PS2 games will output either 512 pixels wide or 640 pixels wide. [sic] | ||
====== PS1 Backwards Compatibility ====== | |||
PS1 games on PS2 use a different set of optimal sampling numbers than the PS1 console. | |||
===== Sony PlayStation Portable ===== | ===== Sony PlayStation Portable ===== | ||
PSP models PSP-2000, PSP-3000, and PSP-N1000 (aka PSP GO) can output to a display, and it is highly recommended to use component cables with the RT4K. | |||
PSP games | PSP games are rendered at 480x272p. When they are displayed on a television with component cables, they render a 480x272p picture inside of a 720x480p canvas. You can use the RT4K to upscale the image to fit the screen. You will cut off 2 vertical pixels at the expense of the sharpest picture | ||
PlayStation Classics | ====== Playstation Classics ====== | ||
PlayStation Classics are PS1 games played on the PSP. You can render these games in their original resolution by enabling interlaced output in the display settings. | |||
===== Sony PlayStation 3 ===== | ===== Sony PlayStation 3 ===== | ||
The PS3 supports HDMI | The PS3 supports HDMI and it is recommended to use that for the sharpest possible picture with the RT4K. While the PS3 does support up to 1080p using YPbPr, the standard is put to its limits and doesn't provide a picture as sharp as HDMI. | ||
PS3 will automatically switch games to their highest automatically supported and selected resolution. | PS3 will automatically switch games to their highest automatically supported and selected resolution and the RT4K supports all inputs the PS3 supports. | ||
====== PS1 Classics ====== | |||
PS1 games render in 480p, but scale the image to 4:3 aspect ratio. For the sharpest picture, it is recommended to turn off "PS Upscaling" in the PS3's settings and to use prescale 1/2 in the RT4K's Scalign/Crop Menu. | |||
===== Sony Playstation TV ===== | ===== Sony Playstation TV ===== | ||
The PSTV allows you to play Vita, PSP, and PS1 Classics on your TV through HDMI. By default, all output from the PlayStation TV is soft because of the following factors: | |||
# All software has a bilinear filter applied | |||
# All software is scaled to the PSTV's selected output resolution | |||
# Vita software is internally scaled to 960x544p regardless of its original rendering resolution. This applies to Vita handhelds as well | |||
# PS1 Classics are unevenly, horizontally scaled to 4:3. | |||
To counteract this for the sharpest possible picture, we highly recommend installing custom firmware on your PSTV and installing the Sharpscale plugin to counteract all the above effects applied to the PSTV. | |||
====== Sharpscale plugin ====== | ====== Sharpscale plugin ====== | ||
See an overview of sharpscale [https://www.youtube.com/watch?v=EyNqB6_fsDM&pp=ygUPbWxpZyBzaGFycHNjYWxl here]. The following suggestions only work when sharpscale is enabled with the following options: | |||
{| class="wikitable" | |||
|+PSTV Sharpscale Options | |||
!Option Name | |||
!Option Choice | |||
|- | |||
|Scaling Mode | |||
|Integer | |||
|- | |||
|PS1 Aspect Ratio | |||
|Pixel | |||
|- | |||
|Scaling Algorithm | |||
|Point | |||
|- | |||
|Unlock Framebuffer Size | |||
|Off | |||
|} | |||
====== Vita Games ====== | |||
When Playing a Vita Game, the PSTV outputs a 960x544p picture inside of a 1280x720p canvas. Use the following settings to get the sharpest integer scaled picture for Vita Games. These settings cut off 4 vertical pixels from Vita games. | |||
{| class="wikitable" | |||
|+RT4K PSTV Vita Settings | |||
| colspan="2" |Scaling/Crop Setup | |||
|- | |||
|Top Trim | |||
| -2 | |||
|- | |||
|Bottom Trim | |||
| -2 | |||
|} | |||
====== | ====== PSP Games ====== | ||
The PSTV also outputs a 960x544p picture inside of a 1280x720p canvas. Use the following settings to get the sharpest integer scaled picture for PSP games. These settings cut off 2 vertical pixels from PSP games. | |||
{| class="wikitable" | |||
|+RT4K PSTV PSP Settings | |||
! colspan="2" |HDMI Receiver Setup | |||
|- | |||
|Input Pixels | |||
|2 | |||
|- | |||
! colspan="2" |Scaling/Crop Setup | |||
|- | |||
|Top Trim | |||
| -45 | |||
|- | |||
|Bottom Trim | |||
| -45 | |||
|- | |||
|Vert. Pre-Scale | |||
|1/2 | |||
|} | |||
PS1 Classics | ====== PS1 Classics ====== | ||
Sharpscale will allow you to get the sharpest picture for ps1 games, but the behavior is not optimal. With the Integer Scaling Mode setting enabled in Sharpscale, some resolutions will use the full vertical space, and others will only scale to 480 vertical pixels inside 720p. it is recommended you look at the resolutions supported by your game before you use sharpscale with the RT4K and see if it is worth avoiding the headache. If you set PS1 Aspect Ratio to 4:3, the PSTV will force all games to fit, but they will not evenly scale horizontally, resulting in shimmering pixels. | |||
===== Sony Playstation 4 ===== | ===== Sony Playstation 4 ===== |
Revision as of 03:20, 13 November 2023
The RetroTINK-4K is an advanced video scaler from Mike Chi / RetroTINK LLC. Building on the functionality of the RetroTINK-2X and RetroTINK-5X, the RetroTINK-4K offers high-end video scaling and processing at resolutions up to 4K/60hz.
RetroTINK-4K User's Manual
Overview
The RetroTINK-4K is the latest evolution of the RetroTINK line of video line doublers and upscalers. Below is a list of a few standout features:
Output
- Digital Video up to 4K60 at 8 bits
- HDR10 output with full color correction to Rec. 2020
- High frame rate output modes: 1440p120, 1080p120
- Up to 8-ch LPCM audio
- Supports user-defined custom modelines on the SD card
Inputs
- Supports for virtually all analog formats:
- HD15/VGA: RGBHV, RGBS, RGsB, YPbPr, S-video and Composite
- SCART: RGBS, RGsB, YPbPr, S-video and Composite
- Rear RCA: RGsB, YPbPr and Composite
- Front Composite
- Front S-Video
- Digital Video Input supporting up to 1080p60
- Analog audio input sampled at up to 96kHz/24-bit
- Optical TOSLINK audio input supporting 2-Ch LPCM or compressed surround
- Digital Video audio supports up to 8-ch LPCM
Analog Video
- Automatic gain calibration
- Automatic phase calibration
- Automatic input cropping to trim borders
- Full control of gain, offset and sample rate
- Console specific automatic sample rate detection (experimental feature)
- Support for a wide variety of off-spec arcade and PC boards (may require custom profiles to properly trim and center the image)
Scaling
- Fully flexible, custom cropping and zooming in the horizontal and vertical space independent of other settings
- Automatic aspect ratio correction to 4:3 or 16:9
- Motion adaptive deinterlacing including film modes for 3:2 and 2:2 inverse telecine (experimental feature)
- RoTATE 90 deg CW or CCW (for 240p, 288p and 360p inputs)
Image Processing
- End to end RGB pipeline with 12-bit precision (truncated to 8 or 10 bits for final output)
- Optional linear light mode
- Advanced CRT simulation modes with multiple scanline beam patterns and masks
- Black frame insertion engine with customizable pattern and intensity
- Advanced color correction supporting custom matrices for RGB to XYZ conversion
User Interface
- Advanced OSD menu based system
- SD Card for saving profiles, custom modelines and firmware updates
- Custom premium remote control
Inputs
The RetroTINK-4K features inputs for a wide variety of signals and connector types.
Front
The Tink 4K offers S-Video (over Mini-Din) and Composite (over RCA) inputs in the front. The red and white RCA jacks are stereo audio inputs. Red/White front audio inputs are active when either the Front Composite or S-Video input is selected (assuming audio input override is not used).
Rear RCA
The rear RCA jacks support YPbPr (component), RGsB, and CVBS (composite) inputs.
Rear RCA Input | ||
---|---|---|
YPbPr | To use YPbPr (Component Video), connect the Red, Green and Blue YPbPr video cables to their corresponding colored RCA connectors, noting that the Red/White pair to the left is for stereo audio input. The maximum resolution supported is 1920x1080p 60fps, or 148.5Mhz | |
RGsB | The Rear RCA input also supports RGsB, a flavor of RGB that sends the sync alongside the Green signal. To use RGsB (aka RGB Sync on Green), connect the Red, Green and Blue RGsB signals to their corresponding colored RCA connectors, noting that the Red/White pair to the left is for stereo audio input. The maximum resolution supported is 1920x1080p 60fps, or 148.5Mhz | |
CVBS on Green | Composite video (CVBS) can be used with the Rear RCA input. To use CVBS, connect the composite signal connector to the Green RCA jack. The Red/White pair of jacks furthest left is for stereo audio input. The maximum supported resolution is 480i. |
SCART
SCART Input | ||
---|---|---|
RGBS (75 ohm) | RGBS is a form of RGB where sync is sent through a discrete line. The TINK 4k accepts the following RGBS signal formats via SCART: Composite Sync (attenuated), Sync-on-Luma, and Sync-on-composite. They all work by sending information down the Red, Green, Blue, and "Sync" lines. The maximum resolution supported is 1920x1080p 60fps, or 148.5Mhz | |
RGsB | RGsB sends sync down the green input, using only 3 cables. This RGB format is notably used by the PS2 when in 480p mode via SCART. The maximum resolution supported is 1920x1080p 60fps, or 148.5Mhz | |
YPbPr | YPbPr is sent through the Green, Blue, and Red pins, respectively. The maximum resolution supported is 1920x1080p 60fps, or 148.5Mhz | |
CVBS on Pin 20 | Composite video sent through Pin 20. If you use a composite/s-video scart adapter, composite will go down this line. (sic) The maximum resolution supported is 480i. | |
CBVS on Green | Composite video can be sent through the Green pin. This would be useful if you use a component (YPbPr) to SCART adapter, just plug composite (yellow) into the Y RCA jack (Green). The maximum resolution supported is 480i. | |
Y/C on Pin 20/Red | S-Video (Y/C) is broken out into 2 pins, Green and Red. This is useful if you wish to connect S-Video with a SCART Switch using an adapter. The maximum resolution supported is 480i. |
SCART Jack Pinout | |||||||
---|---|---|---|---|---|---|---|
Pin # | RGBS (75 Ohm) |
RGsB | YPbPr | CVBS on Pin 20 | CBVS on Green | Y/C on Pin 20/Red | |
1 | Unused | ||||||
2 | Audio In - Right | ||||||
3 | Unused | ||||||
4 | Ground | ||||||
5 | Ground | ||||||
6 | Audio In - Left | ||||||
7 | Blue | Blue | Pb | ||||
8 | Unused | ||||||
9 | Ground | ||||||
10 | Unused | ||||||
11 | Green | Green+Sync | Y | CVBS | |||
12 | Unused | ||||||
13 | Ground | ||||||
14 | Unused | ||||||
15 | Red | Red | Pr | Chroma (C) | |||
16 | Unused | ||||||
17 | Ground | ||||||
18 | Ground | ||||||
19 | Unused | ||||||
20 | Sync | CVBS | Luma (Y) |
HD-15
HD-15 Input | ||
---|---|---|
RGBHV | RGBHV is a form of RGB where information is sent through 5 lines: Red, Green, Blue, Horizontal Sync, and Vertical Sync. The maximum resolution supported is 1920x1080p 60fps, or 148.5Mhz | |
RGBS | RGBS is a form of RGB where sync is sent through one line, instead of two. The Tink 4k HD-15 connection supports these forms of RGBS: Composite Sync, Sync-on-Luma, and Sync-on-composite. They all work by sending information down the Red, Green, Blue, and "H-Sync" lines. The maximum resolution supported is 1920x1080p 60fps, or 148.5Mhz | |
RGsB | RGsB sends sync down the green input, using only 3 cables. This RGB format is notably used by the PS2 when in 480p mode via RGB. The maximum resolution supported is 1920x1080p 60fps, or 148.5Mhz | |
YPbPr | YPbPr is sent through the Green, Blue, and Red pins, respectively. The maximum resolution supported is 1920x1080p 60fps, or 148.5Mhz | |
CBVS on Hsync | Composite video sent through the HSync pin ofthe HD-15 connection. If you use a composite/s-video scart adapter, composite will go down this line. (sic) The maximum resolution supported is 480i. | |
CBVS on Green | Composite video can be sent through the Green pin. This would be useful if you use a component (YPbPr) to VGA adapter, just plug composite (yellow) into the Y RCA jack (Green). The maximum supported resolution is 480i. | |
Y/C on Green/Red | S-Video (Y/C) is broken out into 2 pins, Green and Red. This is useful if you wish to connect S-Video with a VGA Switch using an adapter. The maximum supported resolution is 480i. |
HD-15 Jack Pinout | |||||||||
---|---|---|---|---|---|---|---|---|---|
Pin # | RGBHV | RGBS | RGsB | YPbPr | CBVS on Hsync | CBVS on Green | Y/C on Green/Red | Data | |
1 | Red | Red | Red | Pr | Chroma(C) | ||||
2 | Green | Green | Green+Sync | Y | CVBS | Luma(Y) | |||
3 | Blue | Blue | Blue | Pb | |||||
4 | Unused | ||||||||
5 | Ground | ||||||||
6 | Ground | ||||||||
7 | Ground | ||||||||
8 | Ground | ||||||||
9 | Unused | ||||||||
10 | Ground | ||||||||
11 | Unused | ||||||||
12 | External Transmit (EXT TX) | ||||||||
13 | Horizontal Sync | Sync | CVBS | ||||||
14 | Vertical Sync | ||||||||
15 | External Receive (EXT RX) |
Digital Video
The Tink 4k supports many resolutions digitally up to 1080p 60fps (10Gbps) via its Digital Video line. |
3.5mm TRS Audio
The RetroTINK 4k-Pro allows for audio through a 3.5mm TRS input. This accepts stereo audio sound. |
Optical Audio
The RetroTINK 4K-Pro offers a discrete optical audio Toslink input. This input 2-channel LPCM and compressed surround sound. |
Selecting audio input:
You can override the audio from any analog source over all video sources in the RetroTINK 4k-Pro. Make your way to the Advanced Settings, select "Audio Input" under "Acquisition" and make your way to the "Input Override" option under "Source" and select the audio source you want to use. The only exception is you cannot override an analog video source with audio from Digital Video. All other combinations work. Here's a brief description of the different possible audio sources for this option:
Picture | Name | Description |
---|---|---|
RCA | The leftmost two RCA inputs in the rear. White and Red, | |
HD15 | The 3.5mm TRS input in the rear. | |
SCART | The SCART input on the side. Audio is fed in through pins 2 and 6. | |
Front | The red and white RCA inputs in the front of the unit. | |
SPDIF | Optical audio fed through a Toslink input. |
Output
The RetroTINK 4K-Pro only outputs via the Digital Video output port. It does not output through any of its analog ports and this functionality will not be added at a later time.
Output Resolutions
The following outputs are readily supported by the RetroTINK 4K-Pro. Also noted are resolutions available by pushing their respective button on the remote. If you are unsure which resolution to use, use the buttons on the remote.
Resolution | Description | Remote Button? |
---|---|---|
4k60 | Default resolution and framerate for 4k displays, aka 3840x2160p.
Default Resolution for the TINK 4K-PRO |
Yes |
4k50 | No | |
1080p60 | Default resolution for 1080p displays. | Yes |
1080p50 | No | |
1440p60 | Default resolution and framerate for 1440p monitors, aka 2560x1440p. | Yes |
1440p50 | No | |
1080p100 | No | |
1440p100 | No | |
1080p120 | No | |
1440p120 | No | |
480p60 | Minimum suggested output resolution for modern displays, aka 720x480p. | Yes |
2880x2160p70.00 | No | |
1920x2160p60.00 | No | |
800x600P60.00 | No | |
1920x1200p60 | No |
Remote
RetroTINK-4K Remote Diagram | ||||||
---|---|---|---|---|---|---|
Code | Description | Code | Description | Code | Description | |
Power | Powers on / off the Tink 4K | 11 | Profile 11 | 4K | Switches to 3840x2160p 60Hz | |
INPUT | Input Source Selection Menu | 12 | Profile 12 | 1080p | Switches to 1920x1080p 60Hz | |
OUT | Digital Video Output menu | MENU | RetroTINK-4K Main Menu | 1440p | Switches to 2560x1440p 60Hz | |
SCL | Scaling/Crop Setup | BACK | Back button | 480p | Switches to 720x480p 60Hz | |
SFX | Image Processing | △ | Up | RES1 | ||
ADC | Enters Acquisition menu matching the current input | ◁ | Left | RES2 | ||
PROF | Profiles | ENTER | Enter | RES3 | ||
1 | Profile 1 | ▷ | Right | RES4 | ||
2 | Profile 2 | ▽ | Down | AUX1 | ||
3 | Profile 3 | DIAG | Diagnostic Console | AUX2 | ||
4 | Profile 4 | STAT | Status | AUX3 | ||
5 | Profile 5 | AUTO-GAIN | Auto Calibrate Gain | AUX4 | ||
6 | Profile 6 | AUTO-PHASE | Auto Calibrate Phase | AUX5 | ||
7 | Profile 7 | PLAY/PAUSE | Pause current screen | AUX6 | ||
8 | Profile 8 | SAFE | AUX7 | |||
9 | Profile 9 | SYNC-GEN | Sync Lock Gen | AUX8 | ||
10 | Profile 10 | SYNC-BUF | Sync Lock Triple Buffer | - |
Profiles
Profile Management
Included Profiles
Community Profiles
Profile Troubleshooting
Advanced Settings
Automatic Settings
Automatic Sampling Detection
The RetroTINK 4k can take advantage of sampling and scaling algorithms to seamlessly change settings when it detects a horizontal resolution change. This is useful for most analog retro gaming consoles, but requires knowledge of their "Master Sampling Rate," noted below.
Console Name | Master Sampling Rate | Available Resolutions |
---|---|---|
Super NES | 3410 | 256x224, 256x239, 512x224 |
Sega Genesis/Mega Drive | 256x224, 320x224 | |
Sega Saturn | ||
Turbo Grafx 16/PCEngine | 2730 | 256x224, 320x224 |
Sony Playstation | 256x224, 320x224, 384x224, 512x224, 640x224 | |
Sony Playstation 2 |
Once you know the master Sampling rate of your console, set that console's ADC Sample rate in the "Sample Rate Detection" menu under ADC Sample Rate, and turn both "Auto Dec. Factor" and "Auto Dec. Phase" to "On." Once you enable those options, if you know which resolutions you'll use, scroll down to that resolution to enable that horizontal resolution's detection and the RetroTINK 4K-Pro should automatically switch to a different set of settings whenever it detects that particular resolution is used. This process will help automatically set Decimation Factor and Decimation Phase in the ADC setup.
Automatic Color Calibration
For RGB and YPbPr sources ONLY. If you are able to find a sufficiently large patch of color that should be white in your game screen, make your way to the RGB/Component Setup page (click the ADC button on the remote) and make your way down to the "Auto Calibrate" option. Selecting this makes the RetroTINK 4K-Pro automatically calibrate your color based on that white patch. You may need to manually adjust the individual colors a few ticks more to get the true RGB code 255,255,255 for a color.
Automatic Phase
Any game screen is sufficient for automatic phasing, but it is recommended to use the 240p Test Suite or other sufficiently patterned screen for eyeballing results. whether you've set automatic sample detection using that menu, or you manually selected Decimation Factor in the ADC page, selecting Auto-Calibrate Phase makes the RetroTINK 4K-Pro automatically select the best Decimation Phase and Sub-Phase for your current picture and should give you the sharpest results. It is recommended you run this 3-5 times to make sure the same factors and phases are consistently chosen.
CP Auto Crop
The RetroTINK 4K-Pro can automatically crop and set aspect ratio for an input if it is fed a sufficient game screen. Letterboxed, pillar-boxed, and window-boxed screens are not recommended. Please see what the options do below:
Name | Effect |
---|---|
Vertical Only | Automatically adjusts "Top Trim" and "Bottom Trim" to the top and bottom of the game image. Does not adjust Left Trim or Right Trim, and does not change Aspect Correction |
Full Crop to 4:3 | Automatically adjusts Left, Right, Top, and Bottom Trim to the image, and changes Aspect Correction to 4:3 (PAR) |
Full Crop to 16:9 | Automatically adjusts Left, Right, Top, and Bottom Trim to the image, and changes Aspect Correction to 16:9 (PAR) |
Image Scaling
Console Specific Methodology
Nintendo NES/Famicom
The NES renders games in 256x224p. A stock NES, model number NES-001, supports composite, while most other NES consoles support RF. You will need at least a composite signal to connect with the RT4K.
NES renders and outputs all audio in mono. To get correct stereo into the RT4K, you will need to use a female-to-dual-male RCA splitter, and connect both male ends to the stereo audio inputs of the RT4K.
Super NES/Super Famicom
The majority of Super NES games run in 256x224 resolution, while a select few games run with a mix of the following: 512x224 in the whole screen for menus, 256x224 for most of the image while running 512x224 over certain parts of the screen to create transparency effects, or the same but using 512x224 resolution to get sharper text on the screen. (https://consolemods.org/wiki/AV:RetroTINK-5X_Pro#512_%22Hi_Res%22_Games)
We recommend using a Super NES model number SNS-001 or Super Famicom model number SHVC-001 and an RGB SCART cable wired for Sync-on-Luma, as this works with all of the aformentioned models. There are internal revisions of these models, noted as "1-Chip" on the motherboard, and the 1-Chip-03 does not work with Composite Sync. There is a revised model, SNS-101 and SHVC-101, also known as the Super Nintendo Junior. This model only supports composite video.
As noted, there are revisions of the original model Super NES, noted by the "1-chip" on the motherboard. The 1-chip boards have sharper yet brighter video, while the non-1-chip boards have a "smudged" and slightly darker look. We encourage using the auto-gain functions in the ADC to correct the video on both models.
1-chip vs non-1-chip plus ADC correction (https://consolemods.org/wiki/AV:RetroTINK-5X_Pro#1CHIP_Vs_3CHIP_Video_Output) Moro provided pics
Profile included for automatic switching between 512 and 256 in Display Aspect Ratio, for both SCART and HDRV YPbPr cables.
Super GameBoy
The Super GameBoy Cartridge allows you to play original style GameBoy and GameBoy Color cartridges on your TV using the Super Nintendo, and adds borders. Once dialed in, GameBoy games are rendered in a 160x144p window inside a 256x239p canvas.
Profile included to maximize the GameBoy window to the screen.
N64
All stock N64 support Composite, all NTSC N64 support S-Video, some PAL N64 do not support S-Video, and French N64 support SECAM S-Video.
All N64 have 3 levels of video processing that keeps it from being sharp:
- All games scale their image to 640 pixels wide. Many games were rendered at different resolutions but the N64 will scale to 640.
- Many games render at 320 pixels wide and, as a trick, you can double your ADC Decimation factor to "correctly" render games in their original resolution. This trick only works for games that render at 320 pixels wide, and do not work for games that render at other resolutions that are not 320 or 640 pixels wide.
- Software level anti-aliasing. This can be disabled by patching ROMs or using a Gameshark to disable the effect.
- Hardware level anti-aliasing. This can't be disabled without a physical mod.
Pokemon Stadium GameBoy Tower
Pokemon Stadium's GameBoy Tower allows you to play Pokemon games on your TV, just like a Super GameBoy. It also uses borders just like the Super GameBoy. The issue, however, is the scaling noted above. These games render at 160x144p inside a 256x239p canvas, which is then scaled to 640 pixels wide. You will not get a sharp picture out of this setup due to that factor alone. It is recommended to play in a generic or default profile.
Nintendo GameCube
For the purposes of use with the RetroTINK 4K-Pro, it is highly recommended to use a DOL-001 GameCube, which has the digital out port, and an Insurrection Industries Carby, which outputs crisp digital video and can connect to the Digital Video input port of the RT4K. If you insist on buying YPbPr cables, we can only recommend the OEM D-Terminal cable with a D-Terminal to Component adapter, or the OEM component Cable.
Most GameCube Games will run at 480p, and that progressive mode is activated by holding B when the GameCube boots up a game.
Swiss, the Anti-Flicker Filter, and Horizontal Frame buffer Width
While Most GameCube games run at 480p and progressive mode is relatively easy to access, many GameCube games use an "anti-flicker-filter" by default, which will soften the image. Most of these filters can't be turned off in any menu, but the homebrew software Swiss will allow you to boot games, including your own disks, with the anti-flicker filter turned off. As an added bonus, newer versions of Swiss automatically turn the filter off and boot your game in 480p.
A few GameCube games scale their image to fit the console's frame buffer before output. Swiss allows you to turn this off and shows the image at its original framebuffer width, and you can use the RT4K to scale it back, for a small sharpness gain.
240p Games
There are 2 GameCube games that run at 240p: Megaman X Collection, and the NES games in the Zelda Collector's Edition Promotional Disc. This means you do not have to enable 480p to run those games and can sharply scale these games on the RT4K.
GameBoy Player + GameBoy Interface
The GameBoy Player is a popular add-on to the GameCube that allows you to play GameBoy, GameBoy Color, and GameBoy Advance games on your TV. The GameBoy Player Disk does not sharply render games onto the screen, but you can use the homebrew software GameBoy Interface to sharply render games into the RT4K. A specific flavor of GBI was created to take advantage of the Insurrection Industries Carby and the TINK 4K's Digital Video input. Please use files gbihf-rt4k-HDMI.cli
, gbihf-rt4k-HDMI.dol+cli
or gbihf-rt4k-HDMI.gci
included with GBI and follow the instructions noted here.
Profiles included for 13x scaled GBA games and 15x scaled GBC games.
Nintendo Wii
The Nintendo Wii is a very versatile console: it plays GameCube Games, Wii Games, and many classic retro titles through emulators as part of the Virtual Console lineup. The Wii has easy to find YPbPr component cables and can easily support 480p across all Wii software through its component cables. The Wii only supports 3 resolutions: 720x240p, 720x480i, and 720x480p. Please read on for more information on the GameCube
Profile included for basic generic output. It is recommended you use this for basic Wii use.
Virtual Console
Many Virtual Console games output at 240p when the Wii is in SDTV mode, and they will line double to output at 480p in EDTV mode. All virtual console games scale the image to 640 pixels wide, so it is recommended you use the default or generic profiles for playing virtual console games. Also of note: NES Virtual console games are rendered many shades darker than an orignal console, as an anti-epilepsy measure.
USBLoader GX, and Counteracting the Anti-Flicker Filter, 480p LPF, and the Framebuffer Video Width
Homebrew called USBLoader GX allows you to activate or deactivate code before running games, even on your disks.
Most Wii games will apply an anti-flicker filter, even at 480p, which results in a softer picture. Use USBLoader GX's options to turn this off for Wii Games. If you wish to run GameCube games, you will need to turn the anti-flicker filter off separately in either Nintendont or Devolution, but USB-Loader GX does have these options in its menu.
There is an option in USBLoader GX called the "480p pixel fix" which makes the game look much sharper. It only works with RVL-001 models with the internal CPU-01 motherboard.
You can get even sharper picture from the Wii by enabling the "Video Width: Framebuffer" option in USBLoader GX. This will make games output in their original rendering resolution, which you can then rescale using the RT4K to get a much sharper picture than originally intended at the "correct" aspect ratio. As an added bonus, NES and Super NES games will render at 512x224p with this option turned on, which you can use a doubled decimation factor to treat a game like its original 256x224 resolution, and get picture on par with their original consoles.
Nintendo WiiU
Please use the WiiU's HDMI output. Please also note the WiiU's HDMI outputs in limited range, so please change that in the HDMI Receiver Setup Menu.
Nintendo Switch
NSO Games
it is highly recommended to use 1080p output for the NSO emulators and turning on "Pixel Perfect" in their settings under "Game Screen" and to also turn off "Show controls in game" under "Control Display," and to turn off "reproduce classic feel" on the GameBoy and GameBoy Advance apps. This way, all games output a perfectly integer scaled, line-multiplied output for their games.
Sega Master System
Recommended output: RGB
Sega Genesis/Mega Drive
Recommended output: RGB
Composite effects. see this portion of the 5x wiki https://consolemods.org/wiki/AV:RetroTINK-5X_Pro#Genesis_Dithering
Sega CD
Sega 32x
Master System Games on Genesis
Sega Saturn
Recommended output: RGB
Sega Dreamcast
Recommended Output: RGBHV
Sony PlayStation
All Sony Playstation models support RGBS. It is recommended to use a well shielded SCART cable that uses Sync-on-Luma.
Resolution Switching
PlayStation games will switch resolutions often, usually horizontal resolutions, but occasionally vertical resolutions as well. The PlayStation is a perfect use for the Automatic Sampling Detection feature of the RT4K. To help with switching vertical resolutions quickly, please enable Triple Buffer in the RT4K's Output menu.
see this part of the 5x wiki https://consolemods.org/wiki/AV:RetroTINK-5X_Pro#Resolution_Switching
Profiles included will automatically switch to all resolutions. You may want to consider looking through your game collection and see if you can turn off any resolutions that you won't use, for faster response from the auto sampling detection.
Sony PlayStation 2
The PS2 outputs 240p, 480i, 480p, and 1080i and supports RGB as well as YPbPr. For simplicity, it is highly recommended to use YPbPr cables because the RT4K will automatically detect and switch to all those resolutions seamlessly. The PS2 will use RGBS for 240p and 480i, but will switch to RGsB for any resolutions above that. While the RT4K supports RGsB, it does not automatically switch from RGBS to RGsB, you will need to change the input manually.
All PS2 games will output either 512 pixels wide or 640 pixels wide. [sic]
PS1 Backwards Compatibility
PS1 games on PS2 use a different set of optimal sampling numbers than the PS1 console.
Sony PlayStation Portable
PSP models PSP-2000, PSP-3000, and PSP-N1000 (aka PSP GO) can output to a display, and it is highly recommended to use component cables with the RT4K.
PSP games are rendered at 480x272p. When they are displayed on a television with component cables, they render a 480x272p picture inside of a 720x480p canvas. You can use the RT4K to upscale the image to fit the screen. You will cut off 2 vertical pixels at the expense of the sharpest picture
Playstation Classics
PlayStation Classics are PS1 games played on the PSP. You can render these games in their original resolution by enabling interlaced output in the display settings.
Sony PlayStation 3
The PS3 supports HDMI and it is recommended to use that for the sharpest possible picture with the RT4K. While the PS3 does support up to 1080p using YPbPr, the standard is put to its limits and doesn't provide a picture as sharp as HDMI.
PS3 will automatically switch games to their highest automatically supported and selected resolution and the RT4K supports all inputs the PS3 supports.
PS1 Classics
PS1 games render in 480p, but scale the image to 4:3 aspect ratio. For the sharpest picture, it is recommended to turn off "PS Upscaling" in the PS3's settings and to use prescale 1/2 in the RT4K's Scalign/Crop Menu.
Sony Playstation TV
The PSTV allows you to play Vita, PSP, and PS1 Classics on your TV through HDMI. By default, all output from the PlayStation TV is soft because of the following factors:
- All software has a bilinear filter applied
- All software is scaled to the PSTV's selected output resolution
- Vita software is internally scaled to 960x544p regardless of its original rendering resolution. This applies to Vita handhelds as well
- PS1 Classics are unevenly, horizontally scaled to 4:3.
To counteract this for the sharpest possible picture, we highly recommend installing custom firmware on your PSTV and installing the Sharpscale plugin to counteract all the above effects applied to the PSTV.
Sharpscale plugin
See an overview of sharpscale here. The following suggestions only work when sharpscale is enabled with the following options:
Option Name | Option Choice |
---|---|
Scaling Mode | Integer |
PS1 Aspect Ratio | Pixel |
Scaling Algorithm | Point |
Unlock Framebuffer Size | Off |
Vita Games
When Playing a Vita Game, the PSTV outputs a 960x544p picture inside of a 1280x720p canvas. Use the following settings to get the sharpest integer scaled picture for Vita Games. These settings cut off 4 vertical pixels from Vita games.
Scaling/Crop Setup | |
Top Trim | -2 |
Bottom Trim | -2 |
PSP Games
The PSTV also outputs a 960x544p picture inside of a 1280x720p canvas. Use the following settings to get the sharpest integer scaled picture for PSP games. These settings cut off 2 vertical pixels from PSP games.
HDMI Receiver Setup | |
---|---|
Input Pixels | 2 |
Scaling/Crop Setup | |
Top Trim | -45 |
Bottom Trim | -45 |
Vert. Pre-Scale | 1/2 |
PS1 Classics
Sharpscale will allow you to get the sharpest picture for ps1 games, but the behavior is not optimal. With the Integer Scaling Mode setting enabled in Sharpscale, some resolutions will use the full vertical space, and others will only scale to 480 vertical pixels inside 720p. it is recommended you look at the resolutions supported by your game before you use sharpscale with the RT4K and see if it is worth avoiding the headache. If you set PS1 Aspect Ratio to 4:3, the PSTV will force all games to fit, but they will not evenly scale horizontally, resulting in shimmering pixels.
Sony Playstation 4
TurboGrafx-16/PCEngine
Microsoft Xbox
Preferred output: YPbPr.
Up to 720p available with custom firmware
Microsoft Xbox 360
Preferred Output: HDMI where available
Alternate Output: YPbPr for any Xbox 360 that doesn't support HDMI.
Microsoft Xbox One
Troubleshooting
Profile Repository
Generic Profiles
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Downscaling
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Console Specific
3DO Interactive Multiplayer
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Atari Jaguar
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Microsoft Xbox
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Microsoft Xbox 360
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Neo Geo AES
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Nintendo Entertainment System (NES)
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Super Nintendo / Super Famicom
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Nintendo 64
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Nintendo Gamecube
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Nintendo Wii
Profile Name | Download 1 | Profile Description |
---|---|---|
Generic | Download 2 | Recommended for use with an unhacked Wii, optimized for 240p, 480i, and 480p. |
VC 256 | Recommended for use with the NES and Super NES Virtual Console games that output 256 wide pixels on a hacked Wii. Make sure to switch "Video Width" to Framebuffer in USBLoader GX. | |
VC ~256 | Recommended for use with games that should be 256 pixels wide but are scaled to 320 pixels a hacked Wii. Make sure to switch "Video Width" to Framebuffer in USBLoader GX. DO NOT USE with games that actually output 256 pixels wide. | |
VC 320 | Recommended for use with Virtual Console games that output 320 pixels wide on a hacked Wii. Make sure to switch "Video Width" to Framebuffer in USBLoader GX. |
Nintendo Wii U
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Nintendo Switch
Profile Name | Profile Description | |
---|---|---|
N64 720 | Download 1 | Set the Switch to 720p to use this profile. NSO N64 games render at 720p. This profile is for use with scanlines to approximate the look on a CRT, not for additional sharpness. If you want a sharper picture, use the default profile. |
NSO 256 | Download 2 | To be used with the NES, Super NES, and Sega Genesis Nintendo Switch Online emulators when the game has an 8:7 aspect ratio. |
NSO 320 | Download 3 | To be used with the Sega Genesis Nintendo Switch Online emulator when the game has a 10:7 aspect ratio |
GBA | This profile is for use with any GBA game on Switch, including the NSO GBA app as well as ports of GBA games that are scaled 6x to 1080p. This allows for a 13x scale to 2160p, where a default profile would only scale games 12x. | |
GBC | This profile is for use with any GBC game on Switch, including the NSO GBC app as well as ports of GBC games that are scaled 7x to 1080p. This allows for a 15x scale to 2160p, where a default profile would only scale games 14x. |
Phillips CDi
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Pioneer LaserActive
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Sega Master System
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Sega Genesis / Megadrive
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Sega Saturn
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Sega Dreamcast
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Sony PlayStation 1
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Sony PlayStation 2
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Sony PlayStation 3
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Sony PSP
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Sony PlayStation TV/Vita TV
The Playstation TV profiles require a hacked PSTV and the Sharpscale plugin to take advantage of the potential sharpness the PSTV can give. If your PSTV is not hacked, please use the default profile.
For the following profiles, please set the following options in Sharpscale:
Option Name | Option Choice |
---|---|
Scaling Mode | Integer |
PS1 Aspect Ratio | Pixel |
Scaling Algorithm | Point |
Unlock Frame Buffer Size | Off |
Profile Name | Description | |
---|---|---|
PSVita | Download 1 | The PlayStation TV outputs a 544p window onto a 720p canvas.
Upscaled 4x to fit 2160p. Cuts off 4 pixels vertically |
PSP | Download 2 | Sets Decimation Factor to 2 and Prescale to 1/2
The Playstation TV outputs a line-doubled 272p window into a 720p canvas. Upscaled 8x to 2160p. Cuts off 4 pixels vertically. |
PS1 Generic | The Playstation TV will output the PS1 game to an integer scale of its signal that will fit inside 1280x720p.
Use this profile for PS1 games that switch between many resolutions often. 480i will scale 1x. 512x224p and 640x224p will scale 2x. 384x224, 320x224, and 256x224 will scale 3x. |
The following profiles require a slight change in Sharpscale settings. These profiles are best used with games that stick to one resolution for the majority of their gameplay. Do not use these with Chrono Cross or Silent Hill, their menus will cut off vertically
Option Name | Option Choice |
---|---|
Scaling Mode | Real |
PS1 Aspect Ratio | Pixel |
Scaling Algorithm | Point |
Unlock Frame Buffer Size | Off |
Profile Name | Profile Descriptions | |
---|---|---|
PS1 256 | Download 3 | Use for PS1 games that are primarily 256x224. |
PS1 320 | Download 3 | Use for PS1 games that are primarily 320x224. |
PS1 384 | Download 4 | Use for PS1 games that are primarily 384x224. |
PS1 512 | Download 4 | Use for PS1 games that are primarily 512x224 |
PS1 640 | Download 5 | Use for PS1 games that are primarily 640x224 |
TurboGrafx-16 / PC Engine
Profile Name 1 | Download 1 | Description |
Profile Name 2 | Download 2 | Description |
Classic Mini Consoles
256 | Download 1 | Use with mini consoles that output a 3x integer scale of 8:7 aspect ratio games.
Primarily used by NES and Super NES Classic Mini consoles. Note: The Famicom Classic Mini needs Digital Video Color space changed to "Limited" |
320 | Download 2 | Use with mini consoles that output a 3x integer scale of 10:7 aspect ratio games.
Primarily used by Sega Genesis Classic Mini. |
Analogue Pocket
GBA | Download 1 | Set Scale size to 6x in Pocket GBA settings. Outputs 13x scaled GBA games where the default profile would normally scale to 12x. Do not use with Pocket scanline effects. |
GBC | Download 2 | Set Scale Size to 7x in Pocket GBC settings. Outputs 15x scaled GBC games where the default profile would normally scale to 14x. Do not use with Pocket scanline effects. |
Computer Specific
FM Towns
FM Towns computers once hitting white desktop variants output different video displays with some models performing internal upscaling conversions from 24khz to 31khz as well as some models performing 15khz to 31khz with adjustments in the TBIOS configuration file. EA and Pentium type desktops only output 31khz video modes.
The below profiles are meant for all towers, UX, UG, UR, HG and HR models which are all models that do not perform internal conversion.
FM Towns will require a custom profile for any displays at 24khz
24Khz | Download 1 | 24Khz Display Mode |
Sharp X68000
Sharp X68000 is unique with its outputs primarily being 15khz and 31khz. A few games have hidden selectable 24khz display modes.
Profile Name 1 | Download 1 | 24Khz Mode in XXXX Game. |
Profile Name 2 | Download 2 | 24Khz mode |
PC-8801
PC-8801 computers will output either 15khz or 24khz depending on the dipswitch settings in the back. If dipswitch settings are incorrect, games will refuse to boot and crash the computer.
The 15khz VGA detection in the RT4K works very well for PC8801 and most video modes won't require a profile.
A 24khz signal will require a profile to display properly.
24Khz Mode in BASIC | Download 1 | 24Khz Mode in BASIC. |
Advanced Features
Deinterlacer / Film Mode Setup
Motion Adaptive Settings
Motion Adaptive settings apply only to the Motion Adaptive Deinterlacing mode, allowing you to adjust it to your liking.
- Sensitivity - Adjusts the sensitivity of Motion Adaptive, between Min, Medium, High and Max. The higher this is set, the more weaving will be present for moving parts of the screen, at the benefit of a stabler look for static parts of the screen. Many games will look just fine on the Min. setting, however several games may require Medium or higher. For example, Burnout 3: Takedown on PlayStation 2 has a subtle flickering and animated noise that throws off the Motion Adaptive Deinterlacer for still parts of the screen.
Notes
Deinterlacer -> -> Motion Adaptive Settings -> Sensitivity
(medium and high options might be might be reversed) Controls combing effect at costs of sharpness. Low = less combing.
Deinterlacer -> -> Motion Adaptive Settings -> Interpolator:
Basically controls how the "bob" portion of the MA is calculated. The bob is either taken from the line above, line below or the average of the upper and lower lines BFI. It's a matter of preference. I think either Top or Bottom interpolator looks a little sharper. Average is softer In the end it doesn't matter too much because Bob is only used during motion when it is hard to see detail anwyays
Deinterlacer -> Motion Adaptive Settings -> Detector:
This is a little complicated to explain... but let me try basically symmetric adds one frame of lag but the motion detection may be better. Because it is looking "one field into the future" idk if its really better tho in real life
HDMI -> BFI Control
-Strobe: How much the frame is divided down (i.e. 1 = divide by 2, 2 = divide by 3, 3 = divide by 4) from input to output -Blur: How many frames are ON vs OFF. So let's say we are converting 60 Hz -> 240 Hz. Blur = 1, ON, OFF, OFF, OFF. Blur = 2 is ON, ON, OFF, OFF -LCD Saver - inverts the pattern of the BFI to avoid renetion. But every few minutes u will see a flicker
Custom Mode Lines
#RT4K Custom Mode Line Format #H active, H front porch, H sync, H total blank, polarity (1 = pos, 0 = neg) #V active, V front porch, V sync, V total blank, polarity (1 = pos, 0 = neg) #Nominal frame rate (floating point) #Text name
Launch Information
https://www.retrotink.com/post/introducing-the-retrotink-4k
User Guides
Custom Scanline Overlays
Explain that here
Downscaling (pre-scale) Basics
Explain Downscaling here
RetroTINK-4K GUI Map
Basic Setup
Input Selection
More information concerning inputs can be found in the Inputs section.
Front | |
---|---|
Composite | Selects the front composite input. |
S-Video | Selects the front s-video input. |
RCA | |
---|---|
YPbPr | Selects the rear RCA YPbPr input. |
RGsB | Selects the rear RCA RGsB input. |
CVBS on Green | Selects the rear RCA CVBS input. |
SCART | |
---|---|
RGBS (75 ohm) | information |
RGsB | information |
YPbPr | information |
CVBS on Pin 20 | information |
CBVS on Green | information |
Y/C on Pin 20/Red | information |
HD-15 | |
---|---|
RGBHV | information |
RGBS | information |
RGsB | information |
YPbPr | information |
CBVS on Hsync | information |
CBVS on Green | information |
Y/C on Green/Red | information |
Digital Video | |
---|---|
thing a | information |
thing b | information |
Digital Video Output
More information concerning outputs can be found in the Outputs section.
Transmitter | |
---|---|
Deep Color | information |
HDR | information |
Sync Lock | information |
Vrr | information |
BFI Control | |
---|---|
Strobe | information |
Blur | information |
LCD Saver | information |
Output Resolution | |
---|---|
4K60 | information |
4K50 | information |
1080p60 | information |
1080p50 | information |
1080p100 | information |
1440p100 | information |
1080p120 | information |
1440p120 | information |
480p60 | information |
Scaling/Cropping
Input Crop | |
---|---|
Left Trim | information |
Right Trim | information |
Top Trim | information |
Bottom Trim | information |
Vert. Pre-Scale | information |
Scaler | |
---|---|
Aspect Correction | information |
Scaling Mode | information |
Vert. Factor | information |
Hori. Factor | information |
Interpolation | |
---|---|
Vert. Kernel | information |
Hori. Kernel | information |
Buffer | |
---|---|
Length | information |
Image Processing
Scanline | |
---|---|
Function | information |
Strength | information |
Modulation | information |
Red Bleed | information |
Red Convergence | information |
Blue Convergence | information |
Mask | |
---|---|
Enable | information |
Strength | information |
Load from File | Select a Mask File, RGB Masks:, Mono Masks: |
Horizontal Blur | |
---|---|
Function | information |
Boost | information |
Gamma/Linear Light/HDR | |
---|---|
Input Factor | information |
Output Factor | information |
SMPTE 2048 PQ | information |
Deinterlacer
Mode | |
---|---|
Algorithm: | information |
Field Inversion: | information |
Motion Adaptive Settings | |
---|---|
Sensitivity | information |
Interpolator | information |
Detector | information |
Bob Settings | |
---|---|
Offset | information |
System
On Screen Display | |
---|---|
Position | information |
Auto-Off | information |
Load Banner | information |
Enable Debug OSD | information |
Blanking Color: | |
---|---|
Red | information |
Green | information |
Blue | information |
Firmware Update | |
---|---|
Check SD Card | information |
Advanced Setup:
RGB/Component ADC
Sampling | |
---|---|
Sampling Rate | information |
Decimation Factor | information |
Decimation Phase | information |
Sub-Phase | information |
Anti-Alias | information |
Sync | |
---|---|
SoG Threshold | information |
Pre-coast | information |
Post-coast | information |
Gain | |
---|---|
Pre-ADC | information |
Red | information |
Green | information |
Blue | information |
Auto Calibrate | |
---|---|
Phase | information |
Gain | information |
HDMI Receiver
Receiver | |
---|---|
Decimation Factor | information |
Decimation Phase | information |
Color Space | |
---|---|
4:2:2 Upsampler | information |
CSC Mode: | information |
Input RGB Range | information |
SDP Decoder
Gain/Balance | |
---|---|
Brightness | information |
Contrast | information |
Chroma | information |
Phase | information |
Blue Only | information |
Setup | information |
Processing | |
---|---|
Y/C Filter | information |
Comb Bandwidth | information |
Chroma Bandwidth | information |
Sharpness | information |
CTIE | information |
Sync | |
---|---|
H-Lock Speed | information |
Standard | information |
Audio Input
Sampling | |
---|---|
Sampling Rate | information |
Pre-amp Gain | information |
Source | |
---|---|
Input Override | information |
Input Swap | information |
Profiles
Load Profile | |
---|---|
Load Default | information |
Load From File | (opens file selector window titled "Select Profile") |
Save Profile | |
---|---|
Save Current | information |
Save As New | information |
Assign Profile | |
---|---|
Button 1 | information |
Button 2 | information |
Button 3 | information |
Button 4 | information |
Button 5 | information |
Button 6 | information |
Button 7 | information |
Button 8 | information |
Button 9 | information |
Button 10 | information |
Button 11 | information |
Button 12 | information |
Power Up | information |
Device
Status
System Status Page 1:
Video Source | |
---|---|
Video Source | CP Proc. (I assume CP Proc will change based on selection) |
Input Timing | information |
Pixel Clock | information |
Freq | information |
Detected Mode | information |
Audio Input | |
---|---|
Audio Input | I2S (I assume will change based on audio input) |
Measured Freq | information |
Measured Freq | information |
HDMI N / CTS | information |
FPGA Core | |
---|---|
Scaler Clock | information |
PLL VCO | information |
Pipeline | information |
SDRAM Clock | information |
SDRAM Load | information |
HDMI Transmitter | |
---|---|
Output Timing | information |
Active Size | information |
Pixel Clock | information |
HDMI Standard | information |
PIC32MX MCU | |
---|---|
System Clock | information |
Uptime | information |
Loop Time | information |
Last IR Code | information |
SD Card Free | information |
System Status Page 2:
HDMI Input Protocol Analyzer | |
---|---|
TMDS | information |
Mode | information |
Resolution | information |
Colorspace | information |
H. Timing | information |
V. Timing (F0) | information |
V. Timing (F1) | information |
Audio | information |
AVI Infoframe | information |
Aud. Infoframe | information |
VS Infoframe | information |
ACP Infoframe | information |
System Status Page 3:
HDMI TX Information | |
---|---|
TX Mode | information |
Hot Plug | information |
Scrambling | information |
Clock Factor | information |
Ch 0 Error | information |
Ch 1 Error | information |
Ch 2 Error | information |
Sink EDID Dump | information |
Diagnostic Console
to do
About
About | |
---|---|
Device: | information |
FW Version | information |
Device ID: | information |