iPad Build Issues

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]

Are you using CPM?
One feature of CPM is that it lets you make use of resources that are not in the actual project folder.
But you have to publish before building, so that COPIES of everything you need all end up in one place.

Another possibility:
You may have a file called default.png which is not actually a .png file.
I gather that on the iPad, it makes a decent stab at guessing the real file type whatever the extension (e.g. perhaps you have a jpg named .png)
Maybe Androids not so flexible?
[import]uid: 108660 topic_id: 21781 reply_id: 86508[/import]

Yeah after spending my entire day wondering what’s going on and trying different things out. I noticed in the log while building that it’s not a PNG file. So thank you for the help! Now I know where to find useful information on the build as well.
[import]uid: 54776 topic_id: 21781 reply_id: 86511[/import]