UV data is based on a 0.0-1.0 scale with floating point values. If you were manually setting a uv coordinate, you'd work out the floating point position of the area on the texture that you want to show. If your texture is 256x256 pixels, UV location 0.5,0.5 would be dead centre. It works like this to allow sub-pixel accuracy and so that different resolution textures can be used without the need to retexture.
When scaling or scrolling the texture, your using those miniscule floating point numbers, so scrolling a 256x256 texture by 0.01 will scroll it by 2.56 pixels - which is ok for the effect you want, nice smooth scrolling (e.g.
SCROLL OBJECT TEXTURE Objno,0.01,0.01).
Van-B

The nature of Monkey was irrepressible!.