I made an iPhone w/ Retina support along with an Android version of my game without a problem building and getting it on the market. I pretty much took the same code as my iPhone version and used iPad size graphics. All the file names are the same.
When I build and copy it into XCode I check the console to see why the screen is black and it says this:
<notice>: Lua Runtime Error: lua_pcall failed with status: 2, error message is: ?:0: attempt to index global 'splash' (a nil value)
Same code that I used for the iPhone version and it worked for the iPhone:splash = display.newImage("default.png")
made sure case sensitive wasn’t an issue either. [import]uid: 54776 topic_id: 21781 reply_id: 321781[/import]