np

In Pro it is a bit easier because you can use "create animated sprite" and have the computer figure out the size of each image... all you have to do is make sure each image in the graphic you create is exactly the same size.
Syntax: create animated sprite spritenumber,filename$,number of frames across,number of frames down,image number
To animate: play sprite spritenumber,first frame of animation,last frame of animation,time delay
This uses the same graphic as my first message. The play sprite command must be in the do/loop so that it animates... it shows a new frame each time the play sprite command is ran and the delay has been reached.
set display mode 640,480,32
sync rate 0
sync on
hide mouse
create animated sprite 1,"MouseAnimation.bmp",14,1,1
do
play sprite 1,1,14,100
sprite 1,mousex(),mousey(),1
sync
loop