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	<entry>
		<id>https://kb.speeddemosarchive.com/Nintendo_64_capture</id>
		<title>Nintendo 64 capture</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Nintendo_64_capture"/>
				<updated>2015-04-24T22:45:38Z</updated>
		
		<summary type="html">&lt;p&gt;WindedCone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Console Information ==&lt;br /&gt;
[[Image:N64.JPG]] &amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nintendo 64&lt;br /&gt;
|-&lt;br /&gt;
|'''Resolution'''&lt;br /&gt;
|240, 480 (only a few games run at this resolution)&lt;br /&gt;
|-&lt;br /&gt;
|'''A/V Outputs'''&lt;br /&gt;
|S-video,Composite, RF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== A word of caution ==&lt;br /&gt;
For almost all games, the Nintendo 64 outputs a video signal that is 240 lines of resolution.  Recording this should not be a problem if you are using a standard definition capture device (one that only has composite/S-Video inputs) or a DVD recorder.  You may run into problems if you are using a capture device that is designed to record high definition footage to try and record video from your NES.   Most high definition video capture devices do not support video resolutions that are this low.  Unless your high definition capture device explicitly lists support for 240 lines of resolution, it is safe to assume that it will not be able to record video from the Nintendo 64 and you will need a standard definition capture device to record the footage.  Two commonly used capture devices that support 240 lines of resolution are the Dazzle DVC100 and the Ez-Cap.&lt;br /&gt;
&lt;br /&gt;
= Nintendo 64 =&lt;br /&gt;
The Nintendo 64 has a multi-out A/V connector in the back.  The A/V cables that came with the system include the standard red white and yellow (composite video) connectors.  This same connector is used by the Super Nintendo and the Gamecube.  You can use the standard A/V cables that are included with the Nintendo 64 and connect them to your recording equipment to get video footage that is acceptable for SDA.  While the standard A/V cables that come with the N64 are composite video, the N64 is also capable of outputting S-Video.  Nintendo did not release an official S-Video connector for the N64, however you can purchase a third party set of cables that includes it.  S-Video provides superior picture clarity and quality and it is strongly preferred over composite video.&lt;br /&gt;
[[Image:Snessvideo.JPG|frame|right| Left: The standard A/V cables from Nintendo &amp;lt;br /&amp;gt; Right: Third party A/V cables with S-Video]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>WindedCone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Game_Boy_Capture</id>
		<title>Game Boy Capture</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Game_Boy_Capture"/>
				<updated>2015-03-24T01:55:06Z</updated>
		
		<summary type="html">&lt;p&gt;WindedCone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Boy Capture ==&lt;br /&gt;
To record footage from a Game Boy, you're going to have to use one of three Game Boy Emulators.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Model'''&lt;br /&gt;
|'''System'''&lt;br /&gt;
|'''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Super Game Boy'''&lt;br /&gt;
|Super Nintendo&lt;br /&gt;
|Games run faster.  Not all GameBoy Color games are supported&lt;br /&gt;
|-&lt;br /&gt;
|'''Super Game Boy 2'''&lt;br /&gt;
|Super Famicom/Modified Super Nintendo&lt;br /&gt;
|More accurate than Super Game Boy 1, region modification required to run on SNES.  Not all GameBoy Color games are supported&lt;br /&gt;
|-&lt;br /&gt;
|'''Game Boy Player'''&lt;br /&gt;
|Nintendo Game Cube&lt;br /&gt;
|Supports all Game Boy and Game Boy Color games&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Super Game Boy ==&lt;br /&gt;
[[image:Sgameboy.JPG]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Super Game Boy was released as a physical add-on to the Super Nintendo.  It fits into the SNES like a regular cartridge and has a slot to insert Game Boy cartridges.  The controller that's used is the SNES controller and you have the option to remap the buttons.  The Super Game Boy also applied a certain amount of color to games which you could adjust.  The Game Boy went through several revisions, its last one being Game Boy Color.  Some games were developed specifically for Game Boy color and did not have support for Super Game Boy.  Pokemon Crystal is an example of a game that will not run on a Super Game Boy.&lt;br /&gt;
&lt;br /&gt;
The Super Game Boy has a few oddities which you need to be aware of.  First, it runs Game Boy Games significantly faster than a real Game Boy.  If you do a speedrun on the Super Game Boy, the time of your run will be [[Super Game Boy timing|multiplied by 1.024115]].  Since the Super Game Boy is running off of a SNES the video footage will be at the same resolution the Super Nintendo uses.  That's 240 lines of resolution.  Standard definition capture devices won't have a problem with this, but some high definition capture devices may not be able to record this signal.&lt;br /&gt;
&lt;br /&gt;
=== Required Settings ===&lt;br /&gt;
Before you record a speedrun it is advised to switch to the completely black border. The border will get cropped in the encoding process anyway and switching it to black avoids some colour distortions which may occur at the screen edge. Only game specific borders are included in the encoded run, if you wish for it. The colour palette may be chosen freely. &amp;lt;br /&amp;gt;&lt;br /&gt;
This also applies to the Super Game Boy 2.&lt;br /&gt;
&lt;br /&gt;
== Super Game Boy 2 ==&lt;br /&gt;
[[image:Sgameboy2.JPG]]&amp;lt;br /&amp;gt;&lt;br /&gt;
There was a second release of the Super Game Boy that was only available in Japan.  It plugs into the Super Nintendo, outputs footage in the same quality and resolution, and it is almost identical to the original Super Game Boy design.  It has one important improvement.  The second release of the Super Game Boy does not speed up games like the first model does making it the ideal version to use.  There is just one catch.  The Super Game Boy 2 is a Japanese cart and you will need to modify your SNES console in order to be able to play it.  The modification is actually quite easy.  There are some tabs near the insertion point of the cartridge that need to be cut.  That's it.  You can find details on how to do this [http://www.gamesx.com/importmod/snescon.htm here].  The Super Game Boy 2 also does not support some Game Boy Color games.&lt;br /&gt;
&lt;br /&gt;
==Game Boy Player ==&lt;br /&gt;
[[image:Gcngbplayer.jpg]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Game Boy player is an add-on to the Nintendo Game Cube that enabled the GameCube to play both Game Boy and Game Boy Advance games.  The add-on contained a slot to load Game Boy / Advance games and a disc to boot up the player.  Either a GameCube controller or a GameBoy Advance (with an adapter) could be used as a controller.  While the Game Boy player still doesn't play games at a speed identical to the original Game Boy Advance, it is pretty close.&lt;br /&gt;
&lt;br /&gt;
=== Required Settings ===&lt;br /&gt;
The Game Boy Player contains some picture filter and border options that you must configure properly before recording a speedrun.  You can access the settings menu by pressing the Z button on a GameCube controller.&lt;br /&gt;
[[image:Gameboyplayer_11.jpg ‎| frame | left | The settings for the GameCube player are Screen Filter Sharp, Border #20, and screen size &amp;quot;Normal]] &amp;lt;br /&amp;gt; Make sure that the screen filter is set to &amp;quot;Sharp&amp;quot;, the frame is set to #20, and that the screen size is set to &amp;quot;Normal.&amp;quot;  Please be sure to use these settings.  If you don't configure these settings correctly your speedrun will be rejected.  After you have that set up, just record as you would record a normal GameCube game.  For reference, the GameCube video signal is 480 lines of resolution.  This signal should be compatible with standard definition capture devices and some high definition capture devices.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
As a side note, if you aren't a fan of playing Game Boy Games using the GameCube controller or the GameBoy Advance, the website [http://www.retrousb.com/ Retro USB] sells some controller adapters that will let you use an NES or SNES controller instead.&lt;/div&gt;</summary>
		<author><name>WindedCone</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Wii_capture</id>
		<title>Wii capture</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Wii_capture"/>
				<updated>2015-03-24T01:53:29Z</updated>
		
		<summary type="html">&lt;p&gt;WindedCone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Console Information ==&lt;br /&gt;
[[Image:Wii.JPG ]] &amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Nintendo Wii&lt;br /&gt;
|-&lt;br /&gt;
|'''Resolution'''&lt;br /&gt;
|480i/480p &lt;br /&gt;
|-&lt;br /&gt;
|'''Virtual Console Resolution'''&lt;br /&gt;
|240/480i&lt;br /&gt;
|-&lt;br /&gt;
|'''A/V Outputs'''&lt;br /&gt;
|Composite, Component, S-video&lt;br /&gt;
|-&lt;br /&gt;
|'''Framerate'''&lt;br /&gt;
|60.0022 progressive/30.0011 interlaced [https://forum.speeddemosarchive.com/post/important_analog_capture_frame_rates_and_mysterious_gained_seconds.html More Info]&lt;br /&gt;
|-&lt;br /&gt;
|'''Backwards Compatibility'''&lt;br /&gt;
|GameCube&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nintendo Wii==&lt;br /&gt;
The Nintendo Wii features a multi-out A/V connector in the back.  The A/V cables that come with the system include the standard red, white, and yellow (composite video) connectors.  This is the same connector used by the Wii U.  Nintendo also offered a set of component cables that can also plug in to this multi-out A/V connector.  When recording footage from the Wii, you'll need to decide whether or not you will be recording in the standard definition 480i or if you will attempt to record the higher quality progressive signal 480p.  Which resolution you choose will may a drastic effect on the recording equipment you will need.  &lt;br /&gt;
&lt;br /&gt;
From the home screen click the Wii Button in the bottom right&lt;br /&gt;
Select Screen&lt;br /&gt;
Here you can change the resolution from 480i to 480p&lt;br /&gt;
Note: You must have component cables connected in order for the 480p option to become available&lt;br /&gt;
&lt;br /&gt;
== Recording in 480i ==&lt;br /&gt;
[[file:Wiisvideo.JPG | frame | left | Third party A/V cable with S-Video]]The A/V cables that came with the system include the standard red white and yellow (composite video) connectors.  The yellow cable is for composite video and will output a video signal at 480i.  While the standard A/V cables that come with the Wii are composite video, the Wii is also capable of outputting S-Video.  Nintendo did not release an official S-Video connector for the Wii, however you can purchase a third party set of cables that includes it.  S-Video provides superior picture clarity and quality and it is strongly preferred over composite video. &lt;br /&gt;
&lt;br /&gt;
You can also connect component cables to the Wii and record in 480i.  You might want to do this if you are using a CRT television that has component inputs, but does not support 480p or higher resolutions.  Make sure that your capture device has support for 480i resolutions if you try this.  If you are not using a CRT and your capture device has component inputs, it is recommended that you record at 480p instead if your capture card supports this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Recording at 480p ==&lt;br /&gt;
The Wii has the option of outputting a higher quality progressive signal.  Recording at this resolutions requires that you have a capture device that is capable of recording in high definition signal.  Your capture device must have component inputs and support the 480p resolution.  &lt;br /&gt;
&lt;br /&gt;
Usually you will need to get a powered splitter for the A/V connector you are using.  The exception is that some high definition capture cards have a passthrough feature where they are able to both capture the signal and broadcast it to your television without introducing any lag.  If your capture device doesn't support this feature then you will have to get a powered splitter.&lt;br /&gt;
&lt;br /&gt;
== Wii Virtual Console ==&lt;br /&gt;
The Wii Virtual console does strange and interesting things with video game resolutions.  &lt;br /&gt;
&lt;br /&gt;
'''N64''' - These games are going to be run at 480 lines of resolution and at a more consistent framerate than their original N64 counterparts&amp;lt;br /&amp;gt;&lt;br /&gt;
'''SNES''' - Games render at their original 240 lines of resolution&amp;lt;br /&amp;gt;&lt;br /&gt;
'''NES''' - Games render at their original 240 lines of resolution.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When running on the Wii Virtual Console, Super Nintendo and Nintendo games output at 240 lines of resolution. This should not be a problem if you are using a DVD recorder to record gameplay, but it may be an issue if you are using a video capture device. Not all capture devices support this resolution. Many standard definition capture devices are able to detect and record video footage at this resolution, however some are not. It is also very uncommon for high definition capture devices to be able to detect and record video footage at this resolution. We are currently gathering a list of capture devices and including whether or not they support 240 lines of resolution [https://forum.speeddemosarchive.com/post/capture_device_compendium_tell_me_about_your_capture_device.html here.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Setting Virtual Console games to 480i ===&lt;br /&gt;
&lt;br /&gt;
'''Component Interlaced Mode''' - This feature forces Wii Virtual Console games to render at 480i instead of 240 lines of resolution.  It was included in Virtual Console titles   released mid 2007 or later.  Some, but not all, Virtual Console titles released before then would be updated to include this feature.  You can find a list of games that have been updated to support this mode [http://www.vc-forums.com/f34/list-vc-titles-supporting-wii-component-cable-interlace-mode-2102/ here.]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Activating Component Interlaced Mode'''&lt;br /&gt;
*Connect component cables to the Wii&lt;br /&gt;
*Start the Virtual Console Game&lt;br /&gt;
*Press the Home button on the Wii Mote&lt;br /&gt;
*Select the Operations Manual&lt;br /&gt;
*Connect the Nunchuk controller to &lt;br /&gt;
*Press Z + A + 2 simultaneously&lt;br /&gt;
If successful, you will hear a beep.  The Wii will now render the game you are playing in 480 lines of resolution.  If you did not hear it, the game may not support this mode.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Use the Wii U instead'''&lt;br /&gt;
This isn't exactly an ideal workaround.  Virtual console games that are downloaded to the Wii may be transferred to the Wii U.  The Wii U does not attempt to render games at their original resolution, but will instead attempt to upsample games to their original resolutions.&lt;/div&gt;</summary>
		<author><name>WindedCone</name></author>	</entry>

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