I won’t think you can do that as both version of sprite may have a totally different resolution (i mean not the right scaled version of the original one).
But if those images have exactly resolution that is a scaled version from the base image you have. I believe you can do that. Just think in a way that you have one image and scale for all other screen resolutions. That could work.
If that so, I suggest to calculate the image ratio as compared to the original one you base at and then use that value to position your sprite accordingly. One code, and will work for all screen resolution.
But by doing this, you have to base your positioning to one such image ratio (or say one such screen resolution).
Look at the code below
_precomputedS = fminf(winSize.width / 1024, winSize.height / 768);
I have based all of my sprites to screen resolution 1024 * 768 (which is iPad2).
Whenever it’s time to position your sprite, you do this.
Example : I position my left paddle (in pong style game) that works with any screen resolution, I modified the code for your case especially
In which the process for creating a leftPaddle sprite with the right image can be ignored for us, as cocos2d-x will find a right one and will make our code works.