This should help "i think"
Sorry 'bout the formatting.....
Function RPGBoxNew(Message as string, OffSetX as integer, OffSetY as integer, ImageNumber as integer)
rem get the width and height of the string and image
Width = textwidth(Message)
Height = TextHeight(Message)
Iwidth = ImageWidth(ImageNumber)
IHeight = ImageHeight(ImageNumber)
rem create a bitmap according to the image size
If bitmap exist(32) = 0 then
Create bitmap 32,0,0,IWidth, IHeight
Set Current Bitmap 32
rem Paste the image on bitmap 32 at 0,0
Paste Image(ImageNumber, 0, 0)
else
Set Current Bitmap 32
end If
rem delete bitmap 32
Rem draw the text on bitmap 32 at the offset coordinates.
Text OffsetX, OffsetY, Message
End Function
Function GetRPGSprite(FinalImage as integer, SpriteNumber as integer, SpriteX as integer, SpriteY as integer)
Rem Get the image from the bitmap
Get Image FinalImage, 0 ,0, BitmapWidth(32), BitMapHeight(32)
Rem Show the image
Sprite SpriteMumber, SpriteX, SpriteY, FinalImage
Delete bitmap 32
Sync
End Function
So a quick run down
the first function creates a bitmap of a certain size then pastes an image at the 0,0 coordinates of the bitmap. then you can paste text on the bitmap after at different offset coordinates evertime.
this will make it look like multiple line.
the call the final function to show the bitmap as a sprite.
Gota go now.