The thing is, when talking about CRT TVs, it's completely redundant to refer to horizontal resolution. These displays don't have a horizontal resolution since the display is not made up of pixels, it's made up of horizontal lines. Each line is approximately one pixel tall so the number of lines used vertically does conform to the native vertical resolution of the hardware (except every other line is blank hence the scanlines). However the native horizontal resolution of the hardware is irrelevant since, however many pixels there are, they will always be stretched to the full length of the line. So in order to replicate this with an emulator we need to set the vertical size to a multiple of the native vertical resolution of the system (hence giving the correct number of 'lines') and then we just need to decide how long our lines are going to be, since this is determined by the display and is different for every TV; there is no 'perfect' value.
I know from working with these games on a PVM, that unless you set the horizontal size 'perfectly' there will be a distortion. For instance, when I tried to set a game like SALAMANDER to stretch to fill the screen through the emulator and go beyond 512 pixels - you will see these 'waves' that your ship will fly through. Its almost like a wrinkle in the screen. I'm not denying that in the arcade this game is stretched edge-to-edge most of the time. However, I think this is similar to the NES/SNES were there was something in the hardware that acted like an upscaler in some ways. It wasn't something that was specific to the CRT technology - as far as I know.

The best thing (and I don't know if this is possible) would be to build a second pass scale into an emulator. For instance:
1. You set your perfect pixel screen size or just set it to double the pixel size of the arcade rom - 256x224 becomes 512x448
2. Set your TV's resolution to 4:3 in the preferences
3. When you launch the game, the emulator scales the image to 640x448 to fit your screen*
*I believe this is what BSNES does.
And in case you're wondering about rotated arcade games. The above still applies since it's just a regular monitor turned on its side, so the vertical lines now appear to the player to run horizontally across the screen. The 'height' of the lines is still determined by the display and will still always be the same size.
Yes, I know. I play a lot of MS. PAC-MAN, T.

I actually have a PVM set on its side for vertical games only.
The SUPER MARIO WORLD is a great example. Again, I'm not arguing with what you are saying. Its just the way these emulators are built, if you don't find the 'perfect pixel' width - there is distortion introduced. There must be a way to stretch the image horizontally, after its been set, to fill the screen.
Talk soon
PS - I still plan on doing 'research' at the bar/arcade. Don't try to stop me, T!
Edited by PhilExile, 19 September 2011 - 01:01 PM.