Hello,
If you are currently using bobs I suggest you stick with them, they are much easier to work with.
Here are some rules I follow when using Hardware Sprites. I have a game on AmiNET called Oubliette where you can see how the sprites look:
1 - Draw your sprite images on a 32 colour screen and make sure you only use colours 16-31 on your sprites. This is the only range of colours sprites can use and there are more rules if you want to have 3 colour sprites. I used the object grabber program in AMOS to create a sprite bank.
2 - At the start of your program, make sure you hide the mouse pointer and run command: Set Sprite Buffer 256. This increases the height of the hardware sprites used to make computed sprites to maximum.
3 - When opening a screen for sprites, run command: Get Sprite Palette. This makes sure you will use the right colours.
4 - For computed sprites, make sure your sprites are numbered in the range 8 - 62 and do not use odd numbered sprites. This is important because you have no control over which hardware sprites are used to generate computed ones and having odd numbered sprites can cause problems.
5 - When positioning a sprite onscreen use the following command: Sprite NUMBER,X Hard(X Co-Ord),Y Hard(Y Co-Ord),IMAGE. The functions X Hard() and Y Hard() are important because they convert the hardware co-ordinate of the sprite into a screen co-ordinate, otherwise the sprite will not display in the location you want it too.
Limitations of sprites mean that for every horizontal or vertical line on the screen display there can only be 64 pixels of sprite. If there are more pixels in a line then the sprite switches off. In a moving action game this appears as sprite flicker but in a static display they will not show up if aligned in a grid.
Hope this helps.