Here you go lucastar.
The attached RAR file contains only the files I've changed. If you unpack that into the "framework64k" inside your project dir, you should be good to go.
It now draws a white quad (square) in the middle of the screen. I've changed the vertex shader to animate the quad according to the current time value. I've added some comments to the shader that hopefully make sense. Essentially, the shader does this.
1. Get the vertex position of the vertex (in local/object space).
2. Rotate the vertex according to the current time value.
3. Transform the vertex vertically according to sin(time), so that it bobs up and down.
4. Transform the vertex horizontally according to time, so it moves across the screen from right to left.
5. Transform the vertex into world space.
There was a bug in msys_glext.h causing oglUniform1f not to work. It was mapped to PFNGLUNIFORM1IPROC, rather than PFNGLUNIFORM1FPROC, basically pointing to the function that sets a uniform int value rather than float. I expect this was causing you some unknown headaches too. I've fixed it in the included file.
Hopefully there's enough here to get you going. You'll probably want to include a fragment shader at some point to do some fancy colouring or texture mapping for the characters.
raizor