Jadder, I did some work on trying to get Image Fight running pixel perfect in yoko orientation (meaning displaying a vertical game rotated to be upright on a horizontal screen) on a 15kHz set, and made a resolution that's 512x384@60 interlaced. This is only 192 lines per field, so it's really hard to fill the screen with so few lines on a normally calibrated set that normally shows about 224.
At first it was very short vertically and wide horizontally, so I increased the total horizontal lines (adding onto front/back porch, not active resolution) which squished it horizontally until it was in proper proportions. I did this gradually while also adjusting the dot clock frequency and total vertical lines to keep the horizontal and vertical scan rates close to 15.750kHz and 60Hz so I wouldn't lose sync.
^ *btw, this is a good example of how to make large adjustments without losing sync: Find what makes a useful geometry change, then if it causes you to start losing sync watch which scan frequency is being pushed too far. There will usually be something else you can adjust to bring the scan rates back in line without undoing the geometry change. Then you keep alternating, moving your geometry in small increments, while adjusting elsewhere to maintain sync.*
Finally, as I was getting close, I allowed horizontal scan rate to drift to its upper limit before losing sync so that the screen would continue to get taller; it ended up around 16.6kHz. I kept vertical scan rate right at 60Hz. In total, I was able to squish the screen horizontally by several inches to bring things into proportion, but I was only able to stretch it vertically by a fraction of an inch.
*While horizontal size adjustments are very flexible at the PC end with timing values, only small changes to vertical size are possible and it's more difficult.*
The result is that there is about a 1 inch border around the whole screen in this resolution. In gameplay, this customized resolution results in a slightly larger game screen than just running it centered and un-stretched in 480i, but not by a whole lot.
Here is the modeline:
Modeline "512x384_60 16.6KHz 60.0Hz" 12.210 512 560 616 736 384 464 467 550 interlace -hsync -vsync
You can try this if you want a laugh. It worked for me on two different Trinitrons, so cross your fingers and hope your TV can deal with 16.6kHz. If you were to run the game with this, use Direct Draw, wait for refresh, auto frameskip. Normally, Direct Draw, sync to refresh, no frame skip, is preferred, but it won't work well because this resolution is 60Hz and the game is supposed to run at 55Hz. The output vertical refresh rate must be matched to the game's native rate for that.
Ultimately, the problem is that while you are getting a pixel perfect reproduction of the game screen, it isn't really clear enough to really get much benefit from this due to it being a small display area, having interlace-flicker, and lacking the strong scan lines of low-res progressive. You might as well run it stretched to fullscreen in 480i using Direct3D, wait for refresh, auto frameskip, so you can at least use the full height of the screen.
So, unfortunately it's not worth it to make custom interlaced resolutions for yoko orientation. This example was using a 256x384 vertical game. Something with a more common resolution around 240x320 or less would be even worse.