since this stupid piece of s**t mac (i'm at school) just ate my 3 page reply, i'll try to be short! :@
i think u misunderstood about the tiles, so i'll rephrase. DROD for PC has levels made of 38 by 32 tiles, each tile being 14x14 pixels. if i have each tile only 8x8 pixels (it doesn't look that bad at all), i could easily fit such levels. if my tiles were 14x14 pixels like in the PC version, i could fit levels that are about 20x20+ tiles. but i'm probably going to stick w/ the 38x32 levels. probably.
now, i don't know much about PocketPCs, but i'm assuming their screen is bigger.
next, i want to know what language you're using to write your DROD. i'm assuming it's ansi C/C++ that you're compiling on ur PC.
i, on the other hand, am using PocketC - "
an easy-to-use development tool for Palm OS-based devices."
the reason is not only that it's very well documented and easy to start working with (it
is pretty much C), but also since i can compile the code right on my palm. that's very important to me, since i'm away from my computer a lot. another very important factor is that i've tested it thourougly, and so far i see absolutely no reason why it wouldn't be good enough. it's fast, easy, and very powerful (support for fast enough animation, considering DROD isn't really real-time, it's perfect; databases for levels, etc.), especially thanks to custom libraries that are (or could be) written for it (namely PToolbox -
http://www.geocities.com/retro_01775/PToolboxLib.htm ). oh, almost forgot - u can find out more (and download a trial version) at
http://www.orbworks.com/ .
the best part is that PocketC has version for PC (meaning u can compile code on your PC, test it on an emulator and whatnot), for a Palm, and for PocketPC! that's some pretty good cross compatability there, i would have to say.
so please tell me what you are using as ur programming language, and what kinds of levels are u using (how many tiles by how many tiles, and what are the dimensions of each tile in pixles).
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Thanks,
shurcooL