Hi. I've got a Tilemap using CCDirectorProjection2D and hero / enemy sprites using a subclassed CCSprite so that Z-ordering and HUD effects look nice and dandy. See this topic.
Now, I am upgrading to iOS4 / high-res and when running the game on an iPad, the tilemap appears at the original pixel size, so it looks much smaller. It's nice looking, however, when I go to some of the old levels / tilemaps of the game, they are small enough to fit entirely on the iPad screen and still have plenty of black / void / space. It looks weird. See the screenshot below. You can see the sword and D-pad / joystick thumb controls at the bottom of the black void.

The solution? I want to zoom the camera "in" so that the game plays as it originally did on iPhone. I will worry about high-res graphics later.
I've tried playing with the way the camera is set up in my GameLayer:
float centerZ = 0.0f; // or some other value
float eyeZ = [CCCamera getZEye]; // or something else
[self.camera setCenterX:to.x centerY:to.y centerZ:centerZ];
[self.camera setEyeX:to.x eyeY:to.y eyeZ:eyeZ];
Though, I haven't found any values that get the camera to "zoom in" using the CCDirectorProjection2D. I'm guessing this has something to do with the way OpenGL + the 2D projection work.
Can anyone provide insight on how I can zoom the camera? I really must stay with the 2D projection so all my hero, enemy and special effect sprites draw consistently in the correct Z order along with the multi-layered tilemap.