OK just did that :) Except its not a totally fair comparison since i'm at 
home now on my 900 mhz Athlon and at work i have a 400 mhz G4 so i'll test 
it Monday but here's what i got.

Here's the script since it wasn't in the message from before
    startTime = the milliseconds
    call #setWindow, gTestList, gContentSprites, gMaxVisible
    put "call test took" && (the milliseconds - startTime)

5  sprites: 82
10 sprites: 96
15 sprites: 90
20 sprites: 95
25 sprites: 99
30 sprites: 103
35 sprites: 110
40 sprites: 117
50 sprites: 134
75 sprites: 175
100 sprites: 239

MUCH MUCH faster ;).  I'll post the results from my machine at work which 
I'm assuming will be a little slower on Monday.  Thanks for feedback on 
this.


>add in the Call one & see the difference...

> > FYI I decided to check out the difference by using the > suggested 
>script > below this is what turned out. Its bassically moving the > locV of 
>every > sprite when the handler is called. > > Repeat loop: sendAllSprites: 
> > 5 sprites : 86 5 sprites: 112 > 10 sprites: 329 10 sprites: 224 > 15 
>sprites: 402 15 sprites: 386 > 20 sprites: 587 20 sprites: 542 > 25 
>sprites: 817 25 sprites: 750 > 30 sprites: 1064 30 sprites: 990 > 35 
>sprites: 1348 35 sprites: 1266 > 40 sprites: 1661 40 sprites: 1566 > 50 
>sprites: 2326 50 sprites: 2236 > 75 sprites: 4703 75 sprites: 4239 > 100 
>sprites: 8244 100 sprites: 7113 > > Interesting. > > > >But, if you really 
>want to find out, add your own timing test: > > > > startTime = the 
>milliseconds > > repeat with aSpriteNumber in myListOfSpriteNumbers > > 
>sendSprite(aSpriteNumber, #someMessage) > > end repeat > > put "Repeat loop 
>test took" && (the milliseconds - startTime) > > > > startTime = the 
>milliseconds > > sendAllSprites(#someMessage) > > put "sendAllSprites test 
>took" && (the milliseconds - startTime) > > 
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