title: Scale non-retina cocos2d-iphone game to fit on an retina iPad screen
body: <p>My cocos2d-iphone 1.0.1 game is supposed to be universal.</p>
  
  <p>Currently, it already works fine on non-retina iPad. That is, there is no "2x" button that scales my app or anything. The non-retina iPad uses the -hd graphics from the retina iPhone, so I didn't have to make graphics specifically for the non-retina iPad. I just had to reposition my sprites, but the point is that non-retina iPad is good.</p>
  
  <p>Now comes the iPad Retina.</p>
  
  <p>First of all, I don't have iPad Retina graphics, only -hd iPhone retina ones.</p>
  
  <p>My intention is to have the retina iPad display the game as if it was a non-retina iPad - that is, simply scale the game (the graphics still look good).</p>
  
  <p>The first thing that came to my mind was to modify the director. When you replace or push a scene, the scene will get a scale of 2.0.</p>
  
  <p>Although this indeed scales all the game graphics, <strong>it has position issues</strong>. Basically, if you have a sprite at the bottom of the screen, with the scene scaled it would not appear in the screen at all, because the scale pushed it further to the bottom.</p>
  
  <p>I am pretty much trying to simulate the functionality of the "2x" button that appears when an iPad runs an iPhone app. In this case, technically I want the retina iPad to look exactly like a non retina iPad.</p>
  
  <p>How may I achieve this?</p>