Here is your debugged code:
for i=1 to 7
load image str$(i)+".bmp",i
if i<=3 then load image str$(i)+"a.bmp",i+7
next i
backdrop on : color backdrop rgb(0,0,0) : sync on : sync rate 0
for t=1 to 7
sprite 1,100,100,t : set sprite 1,0,1 : sync
` wait 10
if t=7 then t=0
while upkey()=1
if sprite exist(1)=1 then delete sprite 1
for h=8 to 10
sprite 3,150,100,h : set sprite 3,0,1 : sync
next h
endwhile
if sprite exist(3)=1 then delete sprite 3
next t
And here's an another solution. Easier to switch between two animations.
for i=1 to 7
load image str$(i)+".bmp",i
if i<=3 then load image str$(i)+"a.bmp",i+7
next i
backdrop on : color backdrop rgb(0,0,0) : sync on : sync rate 0
dim spranim(100,6)
createanim(1,1,7,150,100)
do
if upkey()=1
spranim(1,2)=8 : spranim(1,3)=10
else
spranim(1,2)=1 : spranim(1,3)=7
endif
playanim
loop
function playanim
for j=1 to spranim(0,0)
if spranim(j,1)<>0
` wait 50
spranim(j,1)=spranim(j,1)+1
if spranim(j,1)>spranim(j,3) then spranim(j,1)=spranim(j,2)
if spranim(j,1)<spranim(j,2) then spranim(j,1)=spranim(j,2)
sprite spranim(j,4),spranim(j,5),spranim(j,6),spranim(j,1) : sync
endif
next j
endfunction
function createanim(spr,animstart,animend,x,y)
spranim(0,0)=spranim(0,0)+1 : j=spranim(0,0)
spranim(j,1)=animstart
spranim(j,2)=animstart
spranim(j,3)=animend
spranim(j,4)=spr
spranim(j,5)=x
spranim(j,6)=y
sprite spr,x,y,animstart : set sprite spr,0,1
endfunction
386SX, 2MB EDO RAM, 512kB VESA video card, 40MB HDD, 5,25 FDD