I wrote a J2ME to Brew conversion that is used at Javaground. It is quite possible to write multiple resolution, single binary code. We have a database of device bugs so that it can detect via platform id the device and then generate a series of flags which mark which bugs are tagged. For example most (if not all) of the Motorola Brew phones have a bug where an incoming call does not interrupt the application until you answer the call, so I use TAPI to monitor for an incoming call and generate a hideNotify event (since we are emulating Java, although the generated code is pure C++). I do some checks at runtime for Brew version, and disable certain APIs if it is Brew 2 rather than Brew 3.
3D type games are easier to make resolution independent since you are scaling in software.
Also there are 2 separate APIs for sound, IMEDIA and ISOUNDPLAYER, ISOUNDPLAYER is the older API and is supported on all devices but doesn't have as many facilities (you can only do multichannel audio using IMEDIA). I create an IMEDIA object, and it will fall back to create an ISOUNDPLAYER object if it can't get the IMEDIA object.
The problem with a totally universal build is that there is a big difference in capability, so it can be worth having a few builds, the older devices only have under 1MB of heap (and a small screen size), and then you get a lot with 6MB+ (176x204 to larger).
With Brew you do have a fairly consistent set of key values (unlike Java), although some of the new devices are touch screen (and you have to handle pointer input) and rotating screens.
There are also some old Nokia phones that use big endian mode which mean the files are not the same as the normal mod files (UNLESS you want to write some REALLY cool assembly language prefix header that decodes the file)