Wesnoth has a compile time option for making it work on smaller screen
The minimum is 400x300,else you would have to modify
/usr/share/wesnoth/data/themes/default.cfg to support your resolution.
Basically it uses imagemagick-native to shrink the graphics,which leads
to some problems like for instance:
*Only a flag can be seen instead of a full village
*The forest look like grass
SECTION = "games"
LICENSE = "GPL"
-DEPENDS = "freetype libsdl-image libsdl-mixer libsdl-net libsdl-ttf zlib boost imagemagick-native pango libpng"
+DEPENDS = "freetype libsdl-image libsdl-mixer libsdl-net libsdl-ttf zlib boost pango libpng \
+${@base_ifelse(( int(bb.data.getVar('MACHINE_DISPLAY_WIDTH_PIXELS', d, 1) ) < 800 ) or ( int(bb.data.getVar('MACHINE_DISPLAY_HEIGHT_PIXELS',d,1) )< 480 ),"imagemagick-native","")}"
PR = "r0"
SRC_URI = "${SOURCEFORGE_MIRROR}/wesnoth/${PN}-${PV}.tar.bz2;name=tarball"
inherit cmake
EXTRA_OECMAKE = "\
- -DGUI=tiny \
+ ${@base_ifelse( ( ( int(bb.data.getVar('MACHINE_DISPLAY_WIDTH_PIXELS', d, 1) ) < 800 ) or ( int(bb.data.getVar('MACHINE_DISPLAY_HEIGHT_PIXELS',d,1) ) < 480 ) ),"-DGUI=tiny","")} \
-DENABLE_EDITOR=ON \
-DENABLE_LOW_MEM=ON \
-DENABLE_FRIBIDI=OFF \