Store global variables, called "g_camX" and "g_camY." (These can be compacted to a type, if you prefer.)
Every time you call "sprite," take the 'x' and 'y' coordinates and subtract them by 'g_camX' and 'g_camY'. Here's some
pseudo-code:
function mysprite(id, x, y, img)
sprite id, x - g_camX, y - g_camY, img
endfunction
(I have no idea if I have the parameters to that command right or not. You'll have to double check.)
Now, whenever you want to scroll, just update your camera variables. Easy enough, right?
Ta-da! Scrolling effect.
There are efficiency issues here, though. You may want to research quad-trees and figure out how to apply those if you run frame rate issues. I have no idea whether DBPro uses a quad-tree for sprites or not. I seriously doubt that it does though. Either way, don't worry about it unless you get reports of low or unusable frame-rates, or are just curious.
Cheers,
Aaron