Okay folks, here's the scoop:
Awhile back, It seemed that if I'd loaded one too many framestrips, a sprite that had been loading fine before was now showing up messed up, like it was displaying part of the wrong framestrip.
I was needing to redo some things anyway, so I started over and was okay for awhile, but I think I crossed the one-too may sprite/framestrip mark again. I looks like it's the 10th defined strip.
If you look at this file,
withoutnewsprite.zip just run Barbarian.lua and press A once it loads or you can walk around and the combat will happen randomly eventually. This one should look okay. It's a 4 sprite chimera, 64 x 64 each peice. If you use the stylus right to left or left to right in the grid, different sword slashes will happen, as well as some blood showing up.

At this point, thats 1 barbarian, 4 chimera peices, 2 swords, 2 blood... total of 9 sprites/framestrips. I
know I can be more efficient and cut this down, but I'm laying groundwork right now and can clean up later.
I needed to start on getting the other sword slash directions working, so I added in this next test, one new sprite, one for a downward motion, or udsframe framestrip and udslash. The sprites are defined in combatmacro.lua.
withnewsprite.zipThe first bug, is that it crashed if I tried to use a 16 X 64 pixel sprite. I switched up to 32 X 64 just with extra black space, but this one causes the upper right sprite for the Chimera to start showing a bunch of the sprite parts for the character that walks around at the beginning. I have no idea why this is happening. I'm sure I can find a way to work around it, but for now it's getting pretty frustrating. To see the new sprite, just press B a few times and the frames will cycle in the upper right corner. It looks okay. I've tried not actually using Sprite.Create on the lrslash and rlslash and blood sprites until used later, but that didn't seem to help.