Thanks buttersoft, I know your will is good but I hate the idea of anybody thinking I answer questions for tips. (I really appreciate your effort providing help in this forum and the work you've done on tutorials, btw).
OP's particular question is one I have already answered many times.
I'd like this forum to be a place of experimentation for GM's development, not Calamity's consulting room. Most users keep reporting issues without dedicating a minute to attach a log, however the expect me to engage in an interrogatory. That attitude drains my energy.
Please consider this a general comment, not something dedicated to the OP.
...........
Donkey Kong's relevant resolution value is 256, not 224, because once rotated, 256 is the height.
Now, this line:
crt_range0 15625-16200, 49.50-65.00, 2.000, 4.700, 8.000, 0.064, 0.192, 1.024, 0, 0, 192,
256, 448,
512Notice I remarked two values: 256 and 512. These are the progressive and interlaced upper limits, respectively. With the config above, dkong will pass the filter because it's 256 lines tall.
If you only reduce the progressive limit, and only the progressive, say 240 instead of 256, dkong will be blocked by the progressive limit, but quite probably will escape through the interlaced limit. GM will prefer 512i for a x2 integer scale, rather than 240p for fractional scaling. I guess this is what you were seeing... I'm just guessing because you didn't provide a log when you said that changing 256 to 224 didn't make a difference, see what I mean?
So the solution is to modify both limits at once:
crt_range0 15625-16200, 49.50-65.00, 2.000, 4.700, 8.000, 0.064, 0.192, 1.024, 0, 0, 192,
240, 448,
480I didn't suggest this in the beginning because I think it's a bad solution: you'll block many legit 256-line horizontal games, e.g. most Irem titles. Because of this, I'd only put that line in the "vertical.ini" config file, so it will only affect vertical games.
Only proper long term solution: