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RetroTINK 6x/4K Firmware v1.77.0

Mike Chi has just released a firmware update for the RetroTINK 6x and both 4K’s that improves support for legacy SD / MMC cards. If your RetroTINK 4K is working fine, you can probably skip this one, but 6x CE owners…

RetroTINK 6x/4K Firmware v1.77.0

Mike Chi has just released a firmware update for the RetroTINK 6x and both 4K’s that improves support for legacy SD / MMC cards. If your RetroTINK 4K is working fine, you can probably skip this one, but 6x CE owners should do the update both for the SD fix, as well as to bring it up to date from the firmware it shipped with. More info below the links:

Download Here: https://retrotink-llc.github.io/firmware/4k-experimental.html
Purchase RetroTINK Products: https://retrorgb.com/retrotink.html

First and foremost, RT 6x CE owners should definitely do this to fix minor SD issues like the one shown at 18:35 in the video below from The Retro Channel. Mike explained this on social media, but even if you’re not having SD issues, I’d still recommend updating – The 6x CE shipped with firmware v1.56.0 and this new firmware brings it up to date with all the tweaks and fixes recently released for the 4K TINK’s too.

Also, going forward, all future firmware updates will include support for the 6x CE, 4K CE and 4K Pro. Like with previous updates, features that work on higher end versions will simply not show up in the other OSD’s, but all features will be attempted to be ported to all versions. Mike has been really diligent about this, with the 4K CE getting a lot of the same upgrades the 4K Pro got, including some originally thought to be impossible. So you can expect the same with the 6x CE: If its possible to add the feature to that platform, Mike will add it.

Here’s the aforementioned video that Mark from The Retro Channel recently posted, which shows the “SD blip”, as well as something I didn’t test – Digital audio! Mark tested both PS1 and SNES digital audio and confirmed it’s working as expected. He also ran into a lumacode issue that was worked out: He changed index 21 from the default 303030 value to 000000 in the NES.lmc file and lowered the SoG threshold (under RGB/Component ADC setup) to just above where it was losing sync 45.16mV. We’re not sure if this was a PAL issue, a problem with his pre-production Lumacode board, or something else. Either way, stuff like this will be addressed in an upcoming Lumacode pack update, but if you run into any issues at the moment, that’s the fix:

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