theres 2 ways of doing this, use a sprite with transparency/textured plain(if its 3d), or use the basic dot/line commands to draw the crosshair at mousex() and mouseY().
For the wrapping, you will need to use mousex, mousey again. sumit like this (off the top of my head)
REM x1 = mousex() - y1 = mousey()
REM x2 = where you want it to scroll on the X axis, Left
REM y2 = where you want it to scroll on the y axis, Top
REM x3 = where you want it to scroll on the x axis, Right
REM y3 = where you want it to scroll on the y axis, Bottom
REM > = less than, < more than (i think)
do
x1 = mousex() : y1= mousey()
x2
if x1 > x2 then yrotate camera -30
if x1 < x3 then yrotate camera 30
if y1 > y2 then xrotate camera -30
if y1 < y3 then xrotate camera 30
loop
REM if you dont get Why the rotate is opposite, imagine theres 2 poles thru the camera
REM Up/Down(y) - Left/Right(x)
REM y would control rotating the camera left or right
REM x would control rotating the camera up or down
hope this helps, use the Help on DB to get more for the commands.