This project demonstrates the basic steps of how to set up a simple animation. You can also try the following:
1) Set kInterlacedMode to true, and you will see what the animation looks like in interlaced mode. It will also go a bit faster, which could be useful for those with slower computers. Using interlaced mode won't speed up non-scrolling animations such as the Simple demo as much as it will speed up scrolling animations, since in scrolling animations, the majority of the time is spent copying everything to the screen, which is why skipping every other line can make it go nearly twice as fast. However, interlacing may help even in non-scrolling animations if you need those extra fps on a slower computer.
2) Set kSyncToVBL to true to sync the animation to the monitor's refresh rate, making things look smoother. This may slow down the animation somewhat, since SpriteWorld has to wait for the VBL interrupt before drawing to the screen each frame. When syncing to the VBL, you should also set kMaxFPS to 0, or the animation may go even slower than normal, since it has to wait for both the VBL interrupt and the kMaxFPS delay.
3) Set kWorldRectInset to a non-zero value (such as 50) to see what it looks like when the SpriteWorld is smaller than its source window. This feature could be useful if you wanted a window that covers the screen on any size monitor, but you don't necessarily want the SpriteWorld to fill the entire window. Also, try doing a search for SWBounceSprite, to find the following two lines:
SWBounceSprite(ballSpriteP);
//SWWrapSprite(ballSpriteP);
Comment out the first line and uncomment the second line, and run the program. This will demonstrate how SpriteWorlds with custom world rects still have proper clipping of sprites.
4) Set kMaxFPS to 0, to see how fast it can really go!