AV:RetroTINK-4K: Difference between revisions

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(replaced HDMI with "Digital Video")
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'''Output'''
'''Output'''
* HDMI 2.0 up to 4K60 at 8 bits
* Digital Video up to 4K60 at 8 bits
* HDR10 output with full color correction to Rec. 2020
* HDR10 output with full color correction to Rec. 2020
* High frame rate output modes: 1440p120, 1080p120
* High frame rate output modes: 1440p120, 1080p120
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** Front Composite
** Front Composite
** Front S-Video
** Front S-Video
* HDMI 1.4 Input supporting up to 1080p60
* Digital Video Input supporting up to 1080p60
* Analog audio input sampled at up to 96kHz/24-bit
* Analog audio input sampled at up to 96kHz/24-bit
* Optical TOSLINK audio input supporting 2-Ch LPCM or compressed surround
* Optical TOSLINK audio input supporting 2-Ch LPCM or compressed surround
* HDMI audio supports up to 8-ch LPCM<br>
* Digital Video audio supports up to 8-ch LPCM<br>


'''Analog Video'''
'''Analog Video'''
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|}
|}


====HDMI====
====Digital Video====
{| class="wikitable"
{| class="wikitable"
|+HDMI Input
|+Digital Video Input
|style="background-color:#ffffff;"|[[File:HDMI In.png|150px|none]]  
|style="background-color:#ffffff;"|[[File:HDMI In.png|150px|none]]  
|The Tink 4k supports many resolutions digitally up to 1080p 60fps (10Gbps) via its HDMI line.
|The Tink 4k supports many resolutions digitally up to 1080p 60fps (10Gbps) via its Digital Video line.
|}
|}


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===== Selecting audio input: =====
===== 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 HDMI. All other combinations work. Here's a brief description of the different possible audio sources for this option:
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:
{| class="wikitable"
{| class="wikitable"
|+Audio Input Override Sources
|+Audio Input Override Sources
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===Output===
===Output===
The RetroTINK 4K-Pro '''''<u>only</u>''''' outputs via the HDMI output port. It does not output through any of its analog ports and this functionality will not be added at a later time.
The RetroTINK 4K-Pro '''''<u>only</u>''''' 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====
====Output Resolutions====
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|-
|-
| OUT
| OUT
| HDMI Output menu
| Digital Video Output menu
| MENU
| MENU
| RetroTINK-4K Main Menu
| RetroTINK-4K Main Menu
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====== GameBoy Player + GameBoy Interface ======
====== GameBoy Player + GameBoy Interface ======
Gameboy Interface is homebrew that can help unlock the full potential of the GameBoy Player. 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]. On top of that, set decimation factor to 2 and prescale to 2, and set Aspect Correction to 1:1  
Gameboy Interface is homebrew that can help unlock the full potential of the GameBoy Player. 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]. On top of that, set decimation factor to 2 and prescale to 2, and set Aspect Correction to 1:1  


Profiles included for 13x scaled GBA games and 15x scaled GBC games.
Profiles included for 13x scaled GBA games and 15x scaled GBC games.
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===== Sony PlayStation 3 =====
===== Sony PlayStation 3 =====
Preferred output: HDMI (hdcp bypass)
The PS3 supports HDMI output with HDCP Enabled. This method will give the sharpest output. The PS3 also supports YPbPr


Less preferred but still usable: YPbPr. Maybe show difference between YPbPr and HDMI if there is such a difference
PS3 will automatically switch games to their highest automatically supported and selected resolution.


===== Sony Playstation TV =====
===== Sony Playstation TV =====
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|Download 1
|Download 1
| Use with mini consoles that output a 3x integer scale of 8:7 aspect ratio games.
| 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 HDMI Color space changed to "Limited"
Primarily used by NES and Super NES Classic Mini consoles. Note: The Famicom Classic Mini needs Digital Video Color space changed to "Limited"
|-
|-
| 320
| 320
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|}
|}
{| class="wikitable"
{| class="wikitable"
! colspan="2" style="text-align:left;" |HDMI
! colspan="2" style="text-align:left;" |Digital Video
|-
|-
|thing a
|thing a
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|}
|}


====HDMI Output====
====Digital Video Output====
More information concerning outputs can be found in the [[RetroTINK-4K#Outputs|Outputs]] section.
More information concerning outputs can be found in the [[RetroTINK-4K#Outputs|Outputs]] section.
{| class="wikitable"  
{| class="wikitable"  

Revision as of 22:33, 11 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.

The RetroTINK-4K.

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).

Front Inputs
Front connectors.png Composite To use composite video, use the yellow RCA jack for video (CVBS/Composite) and the Red/White RCA jacks for right and left audio input, respectively.
S-Video To use composite video, Mini-Din for video (Y/C s-video) and the Red/White RCA jacks for right and left audio input, respectively.

Rear RCA

The rear RCA jacks support YPbPr (component), RGsB, and CVBS (composite) inputs.

Rear RCA Input
Rear RCA.png
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
Scart Input.png
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
SCART Connector (female) Numbered.png
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
HD-15 (VGA) Input.png
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
HD-15 Jack (pins numbered).png
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

Digital Video Input
HDMI In.png
The Tink 4k supports many resolutions digitally up to 1080p 60fps (10Gbps) via its Digital Video line.

3.5mm TRS Audio

3.5mm TRS Audio
Audio in Analog.png
The RetroTINK 4k-Pro allows for audio through a 3.5mm TRS input. This accepts stereo audio sound.

Optical Audio

Optical Audio
TOSLINK Optical Port on the Tink 4K.png
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:

Audio Input Override Sources
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.

TINK 4K Output Resolutions
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
RetroTINK-4K Remote.png
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.

Master Sampling Rate Chart
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:

CP Auto Crop Settings
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

Resolution: 256x224

Best stock video option: Composite/CVBS

Audio: Mono. you will need an RCA splitter to fill both left and right channels.

Super NES/Super Famicom

Resolutions: 256x224 and 512x224. Most games will play in 256x224, some games will play in 512x224, and some games will have 512x224 assets in a scene that is otherwise 256x224 (https://consolemods.org/wiki/AV:RetroTINK-5X_Pro#512_%22Hi_Res%22_Games)

Output: all SNS-001 models work with sync-on-luma RGBS, 1-Chip-03 does not work with Composite Sync, and SNS-101 only supports composite

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

uses 256x239 resolution, assume square pixels. Profile provided for 15x scale with horizontal borders showing.

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:

Scaling all games to 640 horizontal. Some games will be 320 wide scaled to 640, so you can manually double the decimation factor to get the correct aspect for these games

software level AA, and hardware level blur. https://consolemods.org/wiki/AV:RetroTINK-5X_Pro#Counteracting_N64_Anti-Aliasing

Pokemon Stadium GameBoy Tower

It's never going to look right, it is a 256x239 window internally scaled to 640x239.

Nintendo GameCube

Preferred method to output GameCube games: OEM YPbPr cables or Insurrection Industries Carby HDMI for DOL-001. See here for 3rd party YPbPr Cables. S-Video is supported in all NTSC GameCubes and RGB is supported in all PAL GameCubes. Entire video pipeline is in 4:2:2.

Swiss and the anti-flicker filter.

240p Games

Megaman X Collection and Zelda Collection output games in 240p, nothing else is normally 240p.

GameBoy Player + GameBoy Interface

Gameboy Interface is homebrew that can help unlock the full potential of the GameBoy Player. 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. On top of that, set decimation factor to 2 and prescale to 2, and set Aspect Correction to 1:1

Profiles included for 13x scaled GBA games and 15x scaled GBC games.

Nintendo Wii

Recommended ouput: YPbPr

The Wii only supports 3 resolutions: 720x240p, 720x480i, and 720x480p.

Profile included for basic generic output

480p LPF

USBLoader GX

480p pixel fix

anti-flicker filter

Video width: framebuffer

profile included for VC games using framebuffer option

Nintendo WiiU

Best Video Output: HDMI.

Nintendo Switch
NSO 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 Saturn

Recommended output: RGB

Sega Dreamcast

Recommended Output: RGBHV

Sony PlayStation

Recommended output: RGB

Resolution switching: 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

Recommended Output: YPbPr because it automatically works with 15kHz and 31kHz. SCART will work but you will need to switch to RGsB if you use 31kHz

PS1 games on PS2 use a different set of optimal sampling numbers

Sony PlayStation Portable

Recommended output: YPbPr

PSP games output 480x272p inside of a 720x480p canvas. Use the Tink to upscale the image to fit the screen. You will cut off 2 vertical pixels at the expense of the sharpest pixels

PlayStation Classics will use the full 720x480 canvas. Use Decimation Factor 2 and Prescale 1/2

Sony PlayStation 3

The PS3 supports HDMI output with HDCP Enabled. This method will give the sharpest output. The PS3 also supports YPbPr

PS3 will automatically switch games to their highest automatically supported and selected resolution.

Sony Playstation TV
Sharpscale plugin

Recommended to hack your playstation television to get the sharpest picture out of it. See an overview of sharpscale here.

Vita and PSP Games

Outputs a 960x544p picture inside of a 1280x720p canvas. Scale to match your screen's horizontal resolution. You will cut off 4 vertical pixels a the expense of sharpness. Use decimation factor 2 and prescale 1/2 for PSP.

PS1 Classics: Sharpscale will allow you to get the sharpest picture for ps1 games, but the behavior is not optimal. Profile included for each possible horizontal resolution. If you don't want to mess around with that, use the generic profile.

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:

PSTV Sharpscale Options
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

Sharpscale Settings
Option Name Option Choice
Scaling Mode Real
PS1 Aspect Ratio Pixel
Scaling Algorithm Point
Unlock Frame Buffer Size Off
PSTV Profiles: PS1 Pixel Aspect Ratio
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 game requirements and dipswitch settings in the back. If dipswitch settings are incorrect, games will refuse to boot and crash the computer.

Profile Name 1 Download 1 24Khz Mode in XXXX Game.
Profile Name 2 Download 2 15Khz mode

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