I converted my app over to retina support. I was expecting when I launched it with no changes and no hd images everything would look the same as normal, but in fact everything is scaled at 1x and so small. I read this post:
http://www.cocos2d-iphone.org/forum/topic/12130
Which seems to sum up how you can mix and match.
My question is this. Why is this a manual thing. Does it not make sense for any sprite that doesn't come from an -hd file to automatically get some external scaling of content scale that is multiplicitive with the sprites basic scaling? That way code that did in your old logic sprite.scale=0.5f; doesnt have to be changed to 0.5f*content scale factor, and you don't have to mess with knowing which images are scaled up and which are not.
So in summary all sprites would have some bool of whether or not they were created from an hd texture. if this bool is false, and retina is enabled they render with scale*contentScale.
Is there a reason why this is not how it was setup to begin with? I may not have all the information.