Thanks for the kind words. I'm curious about the iPad too, but I don't have one to test on. If I could get libsubstrate compiled on my Mac I could test on the simulator.
I'll try it on my iPad for you. I don't know if this is a great idea, since I haven't backed up my iPad in months. I don't have any of the officially compatible games, but I can get them just for testing. The .plist file only messes with the app, not the system, right? It sounds safe in that case.
I just tried PES 2010 on my iPad after installing Retinasizer and it had no effect in 1x more or 2x mode. That's understandable because the iPad loads games that are Retina Display-compatible at 480x320. That iPad might play optimized iPhone games at 960x640 in 4.2, then this might have an affect while playing 480x320 iPhone games on the iPad.
The plist file simply lists which "things" are affected by the dynamic library, which is what does the actual tinkering in memory. I'll take a look at the iPad, see what I find. I don't know if it supports the same scale properties that iOS 4 gives the iPhone 4 / iTouch 4.
At the very least, your work is alerting devs about upconverting and hopefully they'll see the demand and look into it for themselves.
No, Ipadboy, this only works on fourth-generation devices with a Retina Display. Anyway, sticktron, I'm gonna try a few games and post the results here. Thumbs up on the Dexter picture in your repo, by the way.
Wow, that's great! I was just going to come in here to ask about Sonic 4. I figured that maybe this could mess up the 2.5D world, but it's really good that that isn't the case.
Updated with support for more games (Sonic 4, ACE Combat, Tiger Woods, Sim City Deluxe, Street Fighter 4).
I'm still working on that one. The gameplay renders in HD, and looks great, but the menus are screwy.