To do this you'll need to use for..next loops to break up the image.
load bitmap "tileset.bmp",1
k=99
for i=0 to 3
for j=0 to 3
k=k+1
get image k,j*32,i*32,(j+1)*32,(i+1)*32
next j
next i
set current bitmap 0
delete bitmap 1
This breaks up a 4x4 tileset of 32x32 images and puts it into image 100 to 115, which you can use as your sprite images.
...
do
...
b=b+1
if b=5
b=0
a=a+1
endif
sprite 1,100,100,a+100
if a=16 then a=0
...
loop
a is the image number which loops around, and b is a timekeeping variable which slows down the animation.