Thanks guys for all the help. You've put me on the right track. I just can't determine where to go with my limited understanding.
OK...I know what the problem is.
On Android as opposed to Windows, when an image that is to be used as an animated sprite (as opposed to a static sprite) it loads (in anticipation of being used as an animated sprite) at 1/2 width & 1/2 height.
If the image is to be used as a static sprite, it does not load at 1/4 size.
Only on Android (haven't tested on iPad or iPhone) and not on Windows.
So this "feature" has caused me a more than 20 hours of "debugging", writing a "work around" and a lot of frustration.
@IronManhood, I'm sure that this is a power of 2 problem.
I did read the "Development Tips", i.e. the part about "Power of 2" but didn't realize that it would resize my image to a smaller size. From reading the information, it seemed it always made an image larger than the original.
I haven't been able to easily understand the "solution" to a power of 2 situation.
I am simply loading an image, that is to be used as an animated sprite. The images are of different sizes, some as large as 2350 X 510, with 5 "frames" in the image (470 X 510).
In another instance (for example) I have an image that is 3600 X 20
It has 18 "frames" within the image. Each frame is 200 X 20.
What I don't understand is how to load the image, then load it again, as a subimage. I follow the examples but the results are negative. I want to use the "subImage" not as several separate textures but as one image to use within an animated sprite.
Here is an example of my "test" code:
loadImage(imageCounter,"bitmaps/"+displayAd[z].lineItem[z1].description)
LoadSubImage ( imageCounter, imageCounter + 1000, "junk" )
createSprite(imageCounter,imageCounter+1000)
Any tutoring, suggestions, explanations or examples would be greatly appreciated.