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Home/ Questions/Q 6372369
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Editorial Team
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Editorial Team
Asked: May 25, 20262026-05-25T01:13:45+00:00 2026-05-25T01:13:45+00:00

I used the Zwoptex Flash version to generate: A .png texture file with -hd

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I used the Zwoptex Flash version to generate:

  • A .png texture file with -hd suffix (double sized images)
  • A .png texture file without -hd suffix (normal sized images)
  • A .plist file with -hd suffix.
  • A .plist file with -hd suffix.

I have checked the files and everything seems to be there alright.

In my game, first I added the .plist file to the cache:

[[CCSpriteFrameCache sharedSpriteFrameCache]addSpriteFramesWithFile:@"ParticleAnimations.plist"];

And then I created my CCSpriteBatchNode:

spriteBatch = [CCSpriteBatchNode batchNodeWithFile:@"ParticleAnimations.png"];
[self addChild:spriteBatch z:0];

And finally create my CCSprite, with the filename of an image found in my textures:

CCSprite *particle = [CCSprite spriteWithSpriteFrameName:@"Particle1.png"];
[spriteBatch addChild:particle z:0];

Now, I run this on the simulator (iPhone), and it runs just fine.
Then, I change the Hardware option and set it to “iPhone (retina)”, which transforms the simulator on a 960×640 screen. But then, my gane crashes. Within the log, here are these entries:

cocos2d: CCSpriteFrameCache: Trying to use file ‘ParticleAnimations.png’ as texture

cocos2d: CCSpriteFrameCache: Frame ‘Particle1.png’ not found

Which I don’t quite understand. First of all, why is it using ParticleAnimations.png instead of ParticleAnimations-hd.png, since it is in Retina Display mode? And, of course, why is it looking for Particle1.png instead of Particle1-hd.png?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-25T01:13:46+00:00Added an answer on May 25, 2026 at 1:13 am

    To begin have you think to uncomment these lines into you appdelegate:

    // Enables High Res mode (Retina Display) on iPhone 4 and maintains low res on all other devices
        if( ! [director enableRetinaDisplay:YES] )
            CCLOG(@"Retina Display Not supported");
    

    It’ll enable Cocos2d to use the -hd files.

    Then your sprite names must be exacty the same into your spritesheets. Just the plist and texture files must have the “-hd” suffix. For example if you have sprites named toto.png, titi.png, tata.png into your spritesheets named mysp it should look like that:

    // Normal
    - mysp.png
    - mysp.plist
      |- toto.png
      |- titi.png
      |- tata.png
    
    // Retina
    - mysp-hd.png
    - mysp-hd.plist
      |- toto.png
      |- titi.png
      |- tata.png
    

    For more information, you should refer to the official documentation here: RetinaDisplay in cocos2d

    I hope it’ll help you!

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