android,spritebuilder,cocos2d-iphone-3,cocos2d-swift
I found out where was the problem, so I'll answer my own question :) The whole problem was in misleading logs. We need to modify function setupView: in Platforms/Android/CCGLView.m. CCGLView is logging EGL values before calling eglChooseConfig which sets depth and stencil size to 0. Moving line logConfig(_eglDisplay, _eglConfiguration); after...
I'm not really advanced user of SpriteBuilder but have some concerns about your issue. As you are using Sprite Builder for starting the project, it configures your CCFileUtils to distinguish different devices' resources by looking at folders, not prefixes. In your app delegate you can see this line: [CCBReader configureCCFileUtils];...
cocos2d-iphone,cocos2d-iphone-3,cocos2d-swift
It's in the same github repo. Simply copy CCDictionary.{m,h} to your project, along with any other extension files you want to use.