Jan 29
If you look at the source code for Cocos2D, you will find this little note in Director.m:
// XXX it's using hardcoded values. // What if the the screen size changes in the future?
This isn’t a problem if you want to run your iPhone app in what I call “boxed” mode – in it’s native resolution on the center of the iPad screen. But if you want to start working on your code in the native iPad resolution of 1024 x 768 you will need to get the latest build (SVN r1753).
See this thread: http://www.cocos2d-iphone.org/forum/topic/4108
Screenshot
Note that the controls are now properly scaled. Obviously one pending issue is substituting a background graphic with the proper resolution.

January 31st, 2010 at 3:47 pm
[...] This post was mentioned on Twitter by Garry Seto and Javier, Derek van Vliet. Derek van Vliet said: Hacking Cocos2D to work with the iPad #ipaddev #iphonedev http://ff.im/-f4sPf [...]
February 22nd, 2010 at 10:24 am
Hello, I’ve worked on several projects on cocos2d before and now trying to work on iPad. The latest svn version is r1808 but it still have the “What if the the screen size changes in the future?” line and there is no setReferenceResolution in ccDirector. May I ask the how you get it done? You can email me for the discussion. Thanks a lot.
February 22nd, 2010 at 12:07 pm
Sorry for bothering you.I just found that I have to transit the xcode project to universal for running native resolution.
Thanks