One of the bonuses in my game is reducing the size of the main sprite. So for the sake of memory, instead of looping sprite.scale through each frame, I saved the sprite at a percentage size below the original sprite and just want to replace it. Then, when "death" occurs or the timeout expires, the original sprite is returned.
So, I use this code to make it small:
[player setTexture:[[CCTextureCache sharedTextureCache] addImage:@"player-small.png"]];
and this code to return to normal:
[player setTexture:[[CCTextureCache sharedTextureCache] addImage:@"player-orig.png"]];
however, the orignal image (in both init and reset) looks fine. But when I change it to a new sprite (the size of which is exactly 75% of the original), it changes it, but displays only the quadrant of the new sprite, but with the original dimensions.
I tried changing sprite.contentsize before the sprite retexture, but all that was done was to resize, but not affect the problem with the image starting up.
Here are some good examples:
Original:

Retextured Image with contentSize modification:

The returned image to the original image with contentSize does not reset (oops, but this is not a problem at all - I just forgot to read the size code):

PS - I have versions of "-hd.png" for all my sprites, so I just wanted to add that everyone I wanted to know (the images and testing so far were only on the Neretin simulator).
THANK!
EDIT: A problem occurs during retina simulator testing.