@Obese
Rotate Image
@Caleb
Like Obese wrote, if you are going to use a sprite from an image and such, it's best to keep the original separate. You can unintentionally corrupt the image when you are resizing it as a sprite and deleting/changing the image from the same sprite/image that the sprite/image was made from. If a sprite is made by a certain image, changing the image changes the sprite etc... It all has to do with timing.
A less corruptive method is to either use separate images for the source and result, or use a method of blitting a new image. Blitting an image is a block transfer of pixel information; you know it better as COPY BITMAP. By using the size parameters of copy bitmap, you can effectively scale your image (or any part of it) however you want.
rem scale image
rem by latch
rem 4/6/2009
set display mode 800,600,32
sync on
sync rate 0
rem make a potted flower
ink rgb(64,64,64),0
box 0,0,128,128
ink rgb(200,200,255),0
box 4,4,124,124
ink rgb(0,160,0),0
box 60,38,68,124
for xr=0 to 11
for yr=0 to 6
ellipse 77,72,xr,yr
ellipse 51,72,xr,yr
next yr
next xr
anginc#=360.0/6.0
ang#=0-anginc#
ink RGB(255,255,0),0
for f=1 to 6
inc ang#,anginc#
x=16*cos(ang#)+64
y=16*sin(ang#)+34
for r=0 to 10
circle x,y,r
circle x,y-1,r
next r
next f
ink rgb(10,10,10),0
for r=0 to 11
circle 64,34,r
circle 63,34,r
next r
ink RGB(128,0,0),0
box 48,96,80,124
get image 1,0,0,129,129,1
sync
rem create a bitmap to copy the original image to
create bitmap 1,131,131
rem create a second bitmap to stretch the image on
create bitmap 2,1000,1000
rem stretch the original image to the big bitmap
set current bitmap 1
paste image 1,0,0
copy bitmap 1,0,0,129,129,2,0,0,999,999
set current bitmap 2
get image 2,0,0,1000,1000
sync
set current bitmap 0
paste image 1,0,0
paste image 2,100,100
sync
wait key
Enjoy your day.