@Shockwave, much thanks for that code snippet, it did the trick nicely for slowing down the motion of the logo(s).
Yes i did have the delta timing in there (pulled it from source code found on DBF to try any work out how it actually functioned). I guess the more I read, the more I will learn, but also messing with code, looking up function definitions, etc help me understand also. HUGE learning curve for me, but im slowly learning... SLOWLY. hehe.
I did change the palette to &HFF00FF as you said, and it worked nicely with that slight change in code and the bg colour is now translucent

if rgbc<>&HFF00FF then WritePixelFast( x+xpos,y+ypos, rgbc)So i take it, if the current pixel colour doesn't equal FF00FF (the <> code) then proceed with the code/function. Normally in scripting code its "!=" not "<>", still getting to terms with the slight changes.
My next task i want to try and construct is a custom bitmap font drawn on screen via a (sine) scroller.
I have checked out (ripped) more code from findings on here to learn from, but I've sort of hit a roadblock. The thing is, the bitmap font is laid out like "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789.,()-:; " in a 512x128px in 32px blocks, so its not the 'regular' pattern from char32 onwards with " !?" etc
i got the scroller code from
http://www.dbfinteractive.com/forum/index.php?topic=3541.0 and tried to modify it somewhat... ok i have the bitmap loaded into 32x32 chunks, it displays but in the wrong order and the background is white (as in the original bmp)...
1. how do i specify in a string where to show the structure of the bitmap? eg if the string is "ABCDEFG....", and the chunk size is 32x32 and wraps at 512px wide, then drops down 32px etc... so then it refers to the set variable to pull the correct character.
example..
#INCLUDE "gfx\fontpal1.bas"
#INCLUDE "gfx\fontbmp1.bas"
const bmfont_chars(1) = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789.,()-:; "
#INCLUDE "gfx\fontpal2.bas"
#INCLUDE "gfx\fontbmp2.bas"
const bmfont_chars(2) = " !?#$%&'()*+,-./0123456789:;‹=›?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_'abcdefghijklmnopqrstuvwxyz{|}~ "etc?
if i were to grab character 'F', it would be search for letter F in bmfont_chars and trim to it? len(bmfont_chars) to find how far along 'F' is, then multiply it by 32 then pull the 32x32px bitmap character, so in that case it would be 6th letter in (6th char x 32pixels = topleft coords 0,192 to bottom right coords 32,224) of the bitmap as a 32x32 box right? idk, gettin a lil confused...
anyways... as i have it at the moment, the font is displaying on screen in 256colours with white bg but the character order is all messed up due to not being in the uniform order as a normal charset is.
2. the other thing is this... if i want to put in multiple graphics into the routine, do i have to duplicate the LoadDataImage, DrawImage, WritePixelFast each time? what im sayin is, cant i just parse the details to the function LoadDataImage, and it will reference it to a number?
eg...
logo_1 = LoadDataImage(logo1.pal,logo1.raw,512,128)which would return to 'logo_1' so then i can do
Drawimage(80,100,logo_1) which would draw my logo 80px across, 100px down on screen. just a thought.
3. with a sinewave scroller with the current delta timing for the logos, if i just leave it 'as-is', the scroller runs at the same speed as the logos, do i need to calculate another sinewave/delta time specifically for the scroller if i were to change the speed?
hell. so many questions. sorry. just trying to learn, and its a BIG learning curve for me, you have all been helpful so far, i just don't want to burn that help out with you guys thinking 'omg not more questions!'
thanks in advance

attached is the current (messy) code and exe.