That's right, it doesn't work with 240p material, but there's no sense to try it 240p material, since rotated 240p material (only few games come to mind like Strikers 1945 1&2 on PSX or Saturn in Yoko) it's arcade-perfect anyway, so it's a lost cause.
Ah, is it? I didn't realize that, and I might be missing a point here. I'll bring this up in an example later in hopes of clarifying it.
Doesn't this mean that the XRGB-3 in B1 mode (and anything that's been connected to it whether console/PCB/ArcadeVGA) would be out of the picture for vertical use?
once a signal is run through the XRGB, it's no longer 240p.
Right here I've probably misunderstood something about how the XRGB-3 outputs its video in B1 mode, probably because of the QVGA statement mentioned in the wiki. I take it this is really just 640x480 (linedoubled 320x240) with a 60Hz refresh? This explains to me why the XRGB-3 output has one real-line one emulated scan-line with a 240p input. Alright, from there:
Yes, but I don't really follow you here. I mean, when you talk about vertical use, you mean Yoko, right ? As soon as you move to Tate, you're back to horizontal scanlines again which the XRGB handles fine anyway.
There are two possibilities I'm talking about here.
The first case is just getting the vertical scanlines in a yoko game on a horizontal monitor. You mentioned this is mostly moot above, again I'll touch on it briefly below.
The second case, and the one I'm really trying to figure out, is where we take the tate image (with the horizontal scanlines inserted by the XRGB-3) and then essentially rotating the video output instead of the monitor itself to get a vertical image (and since the scanlines are simulated by the XRGB-3, the horizontal scanlines would just be transposed to vertical along with the rest of the image). This is what was done in the Yokotate article if I understand correctly (without scanlines mind you). In that article a tate image was input into the Holo3Dgraph, and using a driver-level function it was all rotated while maintaining scale into yoko mode. This is what I want to do with the output of the XRGB-3 in B0, but at least with a Holo3DGraph I can't do this since it only takes interlaced inputs. If there is some external voice or PC capture card that can do this that would be fantastic.
Does this also I would need to run any top-down games in yoko rather than attempting to rotate a tate image via a capture card?
????
Yeah, that's my reaction too and I'm the one who wrote it. Let's drop this statement, I think I just explained the dilemma much more clearly above.
I've lost you somewhere halfway through. Could you try to give me a specific example (game, system, orientation of the game and of the TV) and how you'd like to play it ? Would make things easier.
Hopefully I just explained the concept more clearly, so now I think I can support it with some examples.:
Case #1 (yoko case): This could be any game that is oriented in yoko but which originally would have been tate. (For example, the Strikers 1945 in arcade is tate but the home version is yoko. To help render it to resemble its original arcade appearance as much as possible, I want to create vertical scanlines.) *** Though you mentioned above this is a lost cause? I guess I can understand this since a yoko mode is designed for a horizontal display. We can just skip this one if needed because what I'm really interested in is the next example.
Case #2 (tate case): This could be any game that is output as tate, but where I'd like to rotate the image (and by extension the emulated scanlines of the XRGB-3) instead of the monitor to get the proper scanlined apperance as with a vertically oriented monitor (i.e.: what was presented as yokotate). Let's use a game output from MAME (and the ArcadeVGA) as an example. Any vertically oriented game would do, whether a top-down shooter like Gunbird or a classic like Donkey Kong. Allowing MAME to 'tate' the output of such a game will let it display full screen on a vertically oriented monitor. This image is now output to the XRGB-3 so that it correctly scales/line-doubles the game for display on a modern monitor via a VGA connection while adding CRT-like scanlines. If I could rotate the monitor itself I'd be done at this step, but the monitor is too big so instead I'd like to rotate the output image (including the fake scanlines) instead. How would I proceed from here? As a variation on this case we could use a PS2-connected shooter like ESPGaluda (in tate mode), but I suppose I'm more interested in the MAME case since it would also apply to Jamma/PCB-connected systems.