Oh, ok, you see a slowdown in FPS when you change the bitmap? That's easily fixed.
Put some code like this in before you enter the main game loop:
siResourceManager->LoadBitmapStrip("Data/1.png");
siResourceManager->LoadBitmapStrip("Data/2.png");
Which will make sure that the images stay loaded until you unload them, and switching images will be fast (if you don't do this, the bitmap will be loaded from file everytime you switch).
To unload images, put this code after you exit the game loop:
siResourceManager->UnloadBitmapStrip("Data/1.png");
siResourceManager->UnloadBitmapStrip("Data/2.png");
If you want to speed up both the loading time and rendering of images, you should convert them from PNG to Pixie's own image format PIX. In the PixieLib folder there's a program called PixiePCT, and if you drag your PNG to one of the .bat files (for example, "RLE8 dither.bat", it will produce a .PIX file which you can use instead. (There's also a program called PixView, which can be used to view .PIX files).
Also, the "Strip ...bat" versions can take several PNG files and put them together into one .PIX file, and if you use that file on a sprite ( spr.setbitmap("img.pix"); ), you can call something like spr.SetCel(spr.GetCel()+deltaTime) to animate between those images.
Remember, that the source code of the example games (
http://pixieuniversity.com/downloads.php) are very good for reference on how to do various things in Pixie.