Basic with Cocos2d-X

Hi,

I have download the last engine version 2.1.4.

Im trying make a simple example with multi resolution support for iOS. I read all the wiki tutorials about resolution and other tutorials on web but dont enter in my mind how it works.

1 - Im using sprite helper tool to export the images and animations, so what the correct way to separate my sprites and plist for each resolution? (some tutorials are based on directory “hd”, “sd”, “ipad” and others is a suffix, “player-hd.png”, “player.png”, “player-ipad.png”).

2 - What is the correct way to load all the sprites and animation? Im using:

batchNodeParent = CCSpriteBatchNode::create(“player_playersheet.png”, 100);
this~~>addChild;
>
CCSpriteFrameCache::sharedSpriteFrameCache~~>addSpriteFramesWithFile;
>
GHSprite sprite = GHSprite::createWithSpriteFrameName;
sprite~~>setPosition);
this~~>addChild;
>
GHAnimationCache
cache = GHAnimationCache::sharedAnimationCache;
cache~~>addAnimationsWithFile;
GHAnimation *animation = cache~~>animationByName(“walk”);
>
sprite~~>prepareAnimation;
sprite~~>playAnimation();

But with this code, i have a small delay in last frame to first (1 second /).
3
How to work on the same project with iPhone 3GS and iPhone 4 resolution? I need make one sprite for each device or i can use a HD sprite and change resolution?
Today im using a image that sprite have size 80x100 and i set the resolution as:
CCEGLView::sharedOpenGLView~~>setDesignResolutionSize;
With this example the fonts on iPhone3GS are not perfect, but the image show at the same size.
4~~ Bases on question #3, i need move the player using any reference to multiply? Or i need only make : player.x
= 10?

Thanks.