It's strange you're wright.
Anyway, I prefer to use GrabSprite anyway the free the original "big" sprite.
UsePNGImageDecoder()
Enumeration
#C64
#BALL
#SHIP
#HAPPYDAYS
EndEnumeration
InitSprite() : InitKeyboard()
xres=1280
yres=768
If OpenScreen(xres,yres,32,"(C) Omnikam 2015")
LoadSprite(#C64, "pirate.png",#PB_Sprite_AlphaBlending )
CopySprite(#C64,#BALL,#PB_Sprite_AlphaBlending)
CopySprite(#C64,#SHIP,#PB_Sprite_AlphaBlending)
CopySprite(#C64,#HAPPYDAYS,#PB_Sprite_AlphaBlending)
GrabSprite(#BALL, 17, 15, 477, 477,#PB_Sprite_AlphaBlending)
GrabSprite(#SHIP, 500, 17, 500, 420,#PB_Sprite_AlphaBlending)
GrabSprite(#HAPPYDAYS, 0, 500, 486 ,480,#PB_Sprite_AlphaBlending)
Debug #BALL
Debug #SHIP
Debug #HAPPYDAYS
FreeSprite(#C64)
x = 1280
Repeat
ExamineKeyboard()
ClearScreen(0)
x-4
DisplayTransparentSprite(#ball, x , 50,255)
DisplayTransparentSprite(#ship, 30 + x, 50,255)
DisplayTransparentSprite(#happydays,80 + x, 50,255)
If x < -500
x = 1280
EndIf
FlipBuffers()
Until KeyboardPushed (#PB_Key_Escape)
EndIf