

Then the XFB can cut out the black bits to the right of the rendered frame and tada, 240p! This does require XFB shenanigans since the GameCube and Wii rendrDouble-strike is a very simple technique and classic technique, so there is nothing special or weird here - this is basically identical to how the NES, SNES, and N64 work internally, just now performed by XFB. In a progressive output that image looks stretched vertically, but to an interlaced signal that image above has 240 progressive lines.

(unless you set the emulated wii to progressive mode, then it wouldn't try to use double-strike at all)

Before Dolphin supported double-strike properly, you could literally see this in virtual console games. So to get a 240p image in such an environment all pre-GameCube consoles double up on the vertical axis, sacrificing resolution for progressive output.
#How to make ps2 emulator run on mac 2016 480p#
On typical analog crt televisions, there is no 480p or even 240p, they run exclusively in 480i, period. To the GameCube and Wii, 240p isn't really anything special, since they just run in double-strike.
