Allow me to help some of you LCD and CRT fans out.
First off, I've done more research and testing in the "Retro Games on this or that TV" category than most have (I've learned alot of things that I wish I wouldn't have), and I can honestly say that while the Wii does have 240p "double strike" support, it does not have TRUE
horizontal 256 or 320 support - the Wii is fixed at 720 horizontal while it can switch between 240 and 480
vertical, thus you have ether 720x480, or 720x240
(if you want to get "real" technical, the Wii can go as low as 224 and 239 vertical, but for the sake of simplicity and fundamentalism, I'm sticking with 240p or "double strike"). So basically you ether have 240p options, or 480i/p options, but your STUCK with 720
horizontal, hence the reason why guys like ekeeke has to double the horizontal (not vertical) resolution in his standalone emulator Genesis Plus GX in order prevent the horizontal resolution from becoming stretched badly, and therefore become blurry. The Virtual Console also does this in its 240p modes. For example, Super Mario World is 256x224 natively, but the Virtual Console double's its horizontal length from 256 to 512 to reduce stretching, and in addition turns on VI Trap to reduce color bleed (via composite only). This same method is used also in Virtual Console Genesis games that are 320x224, and 320 horizontal is doubled to 640 horizontal, because if it wasn't doubled, the image would appear "soft" (due to stretching) if compared to a "Real" Genesis via RGB on the same TV. If you want to see this difference for yourselves, then open up a 224p SNES game in Retroarch, and look at the difference between 256x224 and 512x224. See the sharpness/detail decrease with 256? Why? Again, because the Wii's output is fixed at 720 horizontal and the Wii's hardware MUST "stretch" 256 to 720. If you double the 256 to 512 however via GX scaling, then the stretch is VERY MINIMAL and thus looks sharper. Try it again with NES games by this time switching between 256x240 and 512x240 or Genesis games by switching between 320x224 and 640x224.
To sum it up, the Wii is fixed at a horizontal resolution of 720, and it will stretch (NOT upscale) anything lower than 720. If you don't upscale the horizontal image of a retro game, then "fuzzy" stretching will happen. Virtual Console, Genesis Plus GX, FCE Ultra GX, and SNES9x GX utilize the GX scaler to double the horizontal image of the retro games to reduce stretching to a minimum and thus, you have a nearly perfect looking retro game (I said "nearly"....not exact), with the incredible scanlines that we all love to see (unless your on a LCD or Plasma.....see more below on that steaming pile of diarrhea).
And for you guys on HDTV's, you can forget 240p on those, because while many of them can receive a 240p signal, they CANNOT display 240p natively (if it could, it would be a teeny-tiny little square in the middle). Your HDTV will "interpret" 240p as 480i - and that's providing it can "see" 240p at all - and when it does this, it will show you the most horrible possible way to view a 240p signal (poorly upscaled, jittered, artifacts, complete mess), even if done via S-Video or RGB. Amazing enough though, some people cannot even remember what these games are "suppose" to look like on a CRT, and thus will be perfectly fine with a crappy upscaled mess that looks like pixelated horse vomit (remember, 240p games were designed ON a CRT, not a HDTV). And then to add insult to injury, you will have motion blur AND astronomically high input lag (NOT response time, INPUT LAG has nothing to do with response time! -
http://shoryuken.com/forum/index.php?threads/the-new-definitive-hdtv-lag-faq.55593/#post-2622391 - ). AND......you will NOT have ANY scanlines. The horror! BUT if you have a PS3 and a HDTV (with less than 1 frame of input lag) then you will have a decent looking AND decent playing retro option via Retroarch for PS3. But does it implement Scanlines CORRECTLY with any of its shaders? I wouldn't know. But I haven't seen any Scanline shader done correctly. In order to do Scanlines correctly, every other line of the incoming images must be separated, or left blank. But from what I've seen, most Scanline shaders COVER (not separate) every other line, hence you will have a DARKER image, and LESS of an image. If someone out there has a PROPER Scanline shader, then let me know! I wanna see it! I'm serious, PM me with it!
Bottom line is this....if your on a LCD HDTV or Plasma HDTV with a Wii, the best choice for you (or the only choice for you) in Retroarch on the Wii is simply 640x480 WITH Bilinear Filter (and VI Trap Filter if your using composite cables....and if you are using composite...may God have mercy on your LCD/Plasma).
If your however on a STANDARD DEFINITION (not HD) CRT-TUBE TV, then you will have the best results in 512x240 for the NES, and 512x224 for 99% of the SNES games, and 640x224 for 99% of the Genesis games. (don't ask me why "512" or "640" unless you truly didn't understand what I stated above)
In my opinion, if Tantric and Ekeeke can utilize 240p modes in their emulators without an issue, then I don't see why the Retroarch application cannot utilize them in the same, well-done clean manner. HOWEVER you guys need to remember that for now, these 240p modes are EXPERIMENTAL for Retroarch, and may be subject to change or removed entirely depending on how things go with LibretroRetroarc, Toad King, and Ekeeke. My honest opinion is that there should be only ONE 240p option for each "specific" emulator in regards to "Double Strike/240p". By that I mean, it should be done the same way Ekeeke or Tantric did with their "Original" modes in their GX emulators (choice between Filtered, Unfiltered, or Original), and if you load up for example, SNES9x Next 1.52.3, then you would hypothetically be given ONLY 2 Resolution choices and not freakin' 50 of them.....and those choices would simply be labeled "Double Strike" or "Interlaced" (if on a 480i display, otherwise you would have "Double Strike" or "Progressive" if on a EDTV or HDTV). The Retroarch application would have to "know" which "Double Strike" mode to choose for each specific emulator so that "Joe Blow" would not choose the wrong one or switch through them over and over again until he gets a freakin' code dump. Anyway, this is just my personal opinion on how Retroarch should (ideally anyway) handle resolution choices, and my opinion may or may not be suitable for how Retroarch is coded and therefore could be invalid entirely.