I can't really help much because it's mostlikely upto your design decision so you need to have the scripter to help you with the new resolution but it's basically just about multiplying all coordinate by 2.
Example with the SaveSign script:
module UI
class SaveSign
private
def create_player_sprite
@player_sprite = add_sprite(88, 124, NO_INITIAL_IMAGE, 4, 4, type: SpriteSheet)
@swap_sprites << @player_sprite
end
def create_player_name
@player_name = add_text(90, 126, 0, 32, '', 1, color: player_name_color)
@swap_sprites << @player_name
end
def create_save_text
@save_text = add_text(0, 2, 452, 32, '', 1)
@new_corrupted_text = add_text(0, 8, 522, 32, '', 1, color: 10)
@swap_sprites << @save_text
end
def create_save_info_text
@location_text = add_text(182, 38, 0, 32, '', color: location_color)
@swap_sprites << @location_text
@badge_text = add_text(182, 70, 0, 32, text_get(25, 1), color: info_color)
@swap_sprites << @badge_text
@badge_value = add_text(432, 70, 0, 32, '', 2, color: info_color)
@swap_sprites << @badge_value
@pokedex_text = add_text(182, 102, 0, 32, text_get(25, 3), color: info_color)
@swap_sprites << @pokedex_text
@pokedex_value = add_text(432, 102, 0, 32, '', 2, color: info_color)
@swap_sprites << @pokedex_value
@time_text = add_text(182, 134, 0, 32, text_get(25, 5), color: info_color)
@swap_sprites << @time_text
@time_value = add_text(432, 134, 0, 32, '', 2, color: info_color)
@swap_sprites << @time_value
end
def create_pokemon_sprites
@pokemon_sprites = Array.new(6) { |i| add_sprite(48 + i * 70, 198, NO_INITIAL_IMAGE, type: PokemonIconSprite) }
@swap_sprites.concat(@pokemon_sprites)
end
def base_x
94
end
def base_y
102
end
def spacing_x
480
end
end
end