From change log:
"Android/Windows: Fixed bug where display.newImage() does not automatically
letterbox images that exceed screen's bounds like it does on iOS/Mac. casenum: 8238"
This is how it looked before and how it looks now in 480x800 (in simulator View As -> Nexus One):

The blue background image with stars has 480x854 resolution, so it goes outside screen bounds on Nexus One a bit and fits screen perfectly on Droid.
This is desired behavior. I do this in many other places in my game. And even if 480x854 image is scaled to fit the 480x800 screen exactly, Corona further scales it anyway.
Please take a look at my code:
mainmenu.lua
[lua]function new()
…
local bg = screen.newScaledImage(“main”)
bg:setReferencePoint(display.TopCenterReferencePoint)
bg.x = display.contentWidth / 2
bg.y = display.screenOriginY
…
end[/lua]
code for newScaledImage:
screen.lua
[lua]local CSX = display.contentScaleX
local CSY = display.contentScaleY
scaleFactor = tonumber(string.format("%.1f", 1 / CSX))
imageSuffix = “” – iPhone, myTouch 320x480
if scaleFactor == 1.5 then – Nexus 480x800, Droid 480x840
imageSuffix = “_480”
elseif scaleFactor == 2 then – iPhone 4 640x960
imageSuffix = “_640”
function newScaledImage(name)
local image = display.newImage(“images/” … name … imageSuffix … “.png”)
image:scale(CSX, CSY)
return image
end[/lua]
config.lua
[lua]application =
{
content =
{
width = 320,
height = 480,
scale = “letterbox”,
imageSuffix =
{
["_480"] = 1.5,
["_640"] = 2
}
}
}[/lua]
Is there a way around this “fix”? It feels like I was deprived of control. [import]uid: 52103 topic_id: 15508 reply_id: 315508[/import]