Now that I've gotten a few things out of the way, I can finally re-join the ranks of Pandora developers- Caster and Cortex Command are about to be started by me.
I probably can help a bit there- if I find the time to join in. You basically have three mobile phone profiles out there that use Linux. Android, WebOS, and MeeGo. Not hard to target the two latter ones- they're going to be quite a bit similar to Pandora, with the input layer probably being the only snag there. Android's a bit more difficult, but not undoable.This basically means converting the opengl to the mobile version opengles.
It also means someone with a similar device (i.e iphone/android) with a minimal mount of work could use these changes and also run gish. Most of the work would be to use a compatible egl window setup and user controls.
I would've thought that the stock speed would've been enough for the game. What do you think is bogging it down or have you profiled any of the code yet?Currently with music the pandora needs to run at 800 mhz (500 normally) to run the larger levels decently. This is also using gcc generated neon (hw floating point support).