by using the pixel width and height of each frame of the drawing
the 'get image' command
GET IMAGE Image Number, Left, Top, Right, Bottom
a simple code to load all of the frames
LOAD BITMAP "name of bitmap here.bmp",1
number = 1
FOR j = 0 to 3
FOR i=0 to 2
GET IMAGE number,i*64,j*64,(i+1)*64,(j+1)*64
INC number
NEXT i
NEXT j
delete bitmap 1
my pixel width and hieght is 64
j is the number of frames wide
i is the number of frames high
number is the number of the image of the frame
so if you add it to the code above you have
(i added a counter to slow down your animation i set it to 50 if you make the counter number smaller your animation will go faster if you make the counter number larger your animation will go slower)
sync on
sync rate 40
hide mouse
LOAD BITMAP "name of bitmap here.bmp",1
number = 1
FOR j = 0 to 3
FOR i=0 to 2
GET IMAGE number,i*,j*103,(i+1)*103,(j+1)*103
INC number
NEXT i
NEXT j
delete bitmap 1
frame = 0
counter = 0
x=100
y=100
sprite 1,x,y,1
do
inc counter
if counter =>50
inc frame
if frame = number then frame = 1
if counter =>50 then counter = 0
endif
if upkey()=1 then y=y-5
if downkey()=1 then y=y+5
if rightkey()=1 then x=x+5
if leftkey()=1 then x=x-5
sprite 1,x,y,frame
sync
loop
i hope it helps
My advice is free -
unfortunately you get what you pay for (-: