Animating Sprites the slow poke approach...

Hi there, I've got a small application which features small creatures controlled by some fearsome AI dashing around a randomly generated environment trying to kill each other. (it's somewhat more complex than that, but you get the gist). Rather than do the sensible thing and look for examples of Sprite animation, I just got stuck in, thinking, what the hell, I'll give it a shot. This is what I came up with....
AnimationCanvas class extends JComponent, this is where all the animation stuff is drawn.
SpriteManager class, contains a vector of all the sprites and is responsible for updates
abstract Sprite class, provides an extensible template for sprites, I've got things like TreeSprite and RockSprite. Some of the sprites are composite sprites, comprising of several images which are overlapped slightly, an example of this is my AgentSprite it requires a total of 52 images, I load these using a MediaTracker when the object is instanciated before the app is displayed. They are all small images, less than 1k. The animation is done through the use of a Swing Timer which repaints the scene after a delay of 1000/24 ms, which I assume gives me 24fps ( is there a way of checking the fps? ) the AI portion of the app. updates the position of the sprites via the SpriteManager and also tells the Sprite what images to use. This works sweet on Win XP with my 2Ghz machine, but the target was to have it run on anything that runs Java 1.4 +. Running it under Linux on a PIII 500 for example is like watching paint dry. Great! Soooo I can only assume it is my inept implementation that is causing the problem, I have had a little look around and have seen a few people just using a single image with many sprites on it, using a PixelGrabber to get the desired bits, is this a more efficient method? Or does pre-loading the images with a MediaTracker do a better job? Or should a time my animation a different way? I would appreciate it if you could give me a tip or two.... I'm happy to post code snippets, but there's a fair ammount, specific bits might be easier... or if some of you are particularly adventurous i can put the source code up on the net for you to d/l and have a little look at :-)
Cheers,
Tom

My source code, images and pre compiled classes are now available here...
http://www.macs.hw.ac.uk/~ceetfc/ait/ait.zip

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