We have thought about doing that in the past, but currently there are still too many issues with using a non-standard resolution that we do not want to give any indication that we support it. The most notable bug that will have to be fixed before we add this option is that our software renderer currently does not support any scaling whatsoever.
Well... I understand software rendering has its limits (and nowadays resolutions!), and I didn't thought about non-standard resolutions when specifying each value separately... but anyway, it could be an opengl only option. So you could always callback to the original resolution when changing to software renderer.
The android (although I'm all for an iPad version) + point&click + deluxe mods have encourage me to try to up the rendering resolution, as it seems Nitrus has already done.
But it's my first time looking around the RVM code, so I'm a bit lost.. At first I didn't understand why the textures looked pixelated no matter if I was using the deluxe pack or original assets. I looked at the code searching if the texture filtering used was GL_NEAREST, but it's only used like that on fonts, and movies surfaces.. And then I realized it was the rendering resolution...
I'll try to make it work
but although there is no official support, any indication of where to touch would be greatly appreciated.
Edit: Yep... as you said... it's already implemented, just changing the g_driver->setupScreen on grim.cpp attached to a par of keys inside the ini file. If I don't find the keys I just set 640x480. There is no need to mess with the rest of classes, as I thought at first.
With the point&click mod have a few issues though... the inventory background blackbox is smaller than it should and clicking to walk around returns in a wrong path. I tried to see the walking boxes on debug mode, but It doesn't seem to show
Hovering and clicking on dialogs/objects works perfectly.
Edit2: Ok, everthing seems to run now with the P&C mod also. I needed to change getBoundingBoxPos() (for text positioning), rayCast() (for walking) and worldToScreen() (i'm not sure where it's used) methods to apply the _scalingH/_scalingW to their winX/winY size.
I'm not used to GIT, so I'll post the code changes here or on tobiaspfaff's topic