[Solved] Using plists as mere containers

I’ve finally got my sprites in plists and packed textures and am wondering why after setting up the cache and batch node:

SpriteFrameCache::getInstance()->addSpriteFramesWithFile(“HelloScene.plist”);
    SpriteBatchNode *helloBatchNode = SpriteBatchNode::create(“HelloScene.png”);
    this->addChild(helloBatchNode);

and

helloBatchNode->addChild(Sprite1);
helloBatchNode->addChild(Sprite2);

helloBatchNode->addChild(SpriteN);

Only one sprite (two actually, as it is a toggle) is ever drawn to the screen at any time?

Sprite::createWithSpriteFrameName(

raises exception if the frame doesn’t exist so I believe they all get loaded.

I assume batch node is meant to only output one sprite? Such a overhead for one limb/sprite (1024x1024)!

Strangely enough, this was all my fault, again. I mistakedly setPosition on the SpriteBatchNode when it was intended for one of its children. Please delete.