j720:<br>2 reasons it does not fill the whole screen at this time. First, 640x240 is not at the standard VGA aspect ratio. The screen would have to be stretched, or Quake would have to be configured to render more than the normal Field Of View, which looks wierd, but is useful so you can see beside you. Second, it would run at
least twice as slow (more like 4-8 times slower with increased FOV), since at least twice as much rendering must occur to build each frame. I'm sure a 640x240 fullscreen mode will be produced, but it is a low priority because of the two issues I stated. Rob just got this thing tweaked to run on the 720, so you can't expect it to carry on a conversation with you or comb your hair for you quite yet.

<br><br>Dr. Slump:<br>Pocket PC's use CE 3.0, which is a newer version than that used by HPC/Pro. Thus it may contain routines that CE 2.11 does not have. In addition, there are quite a few Pocket PC specific routines, such as those dealing with the SIP and the custom TaskBars, which HPC/Pro does not support. Finally, the biggest issue is the direct screen access. Even if a GAPI DLL were released for HPC/Pro, the programmer would still have designed their app for a screen taller than that of the 720. As seen above, someone was already complaining because every inch of the screen was not used. An app designed for Pocket PC would only use a little more than a 3rd of the 720's display.<br>To sum it up, if a programmer wanted to go to the extra trouble, they could dynamically load DLLs so that functions that weren't available could be bypassed, as well as provide alternate screen resolutions. However there is no way to produce an "emulator" or other shell that can rewrite that program to make it work on something it was not intended for. Now, if one of these DirectX-Game-Programming-Library-Thiings actually gains widespread acceptance (like Jacco's EasyCE, or the DirectX thing under development), then those libraries could be written to work around issues you mention above. So if the programmer wanted to show the SIP (the virtual onscreen keyboard all Pocket PCs have), then they would ask to library to show it. If it were running on an HPC/Pro then the library would do nothing. Regardless, the game author would have to design their game to work at resolutions other than 240x320 for it to be practical on a 640x240 HPC/Pro device.<br><br>Dan East<br>