This may or may not help, have been looking at the LtypeDemo in DBPro and it seams that they use the print command put text on to the screen.
This is code moves a real time text as a sprite up and down the screen on a line (in this demo it does not show yet) at the top is what keys to use. shown with the print command.
the line to look forin the code are marked.
rem ***********************************
the command
rem **********************************
hope this helps
Rem ***** Main Source File *****
rem Balance Time demo
rem by HowDo
rem with thanks to Mento and ChipOne who got the clock ticking
rem and Wastisname for getting the balance leveling.
sync on : sync rate 20:
backdrop off
` draw to back
set text font "arial" : set text size 12
set text to bold
set text opaque
rem ***************************************************
rem load in backdrop
load bitmap "C:\WINDOWS\WEB\Wallpaper\Autumn.jpg",2
rem *************************************************
rem makes a bitmap to change to
create bitmap 1,640,480
rem puts the time into varable the_time$
the_time$=get time$()
rem put time() into intsecondtimer
intsecondtimer=timer()
rem puts us in bitmap 0
a=0 : b=0 :c=0
set current bitmap 0
rem shows the time
updatesecondsimage(get time$(),roll#,height#)
rem sets up where the line starts
a=480
b=480
rem sets where the sprite is on the line
roll#=340
rem set the start speed
speed# = 0.0
do
cls
rem looks for the key or keys you have pressed
if keystate(30)=1 then a=a-1
if keystate(44)=1 then a=a+1
if keystate(40)=1 then b=b-1
if keystate(53)=1 then b=b+1
rem stop's the line from begin draw out side the screen
if a<0 then a=0
if a>480 then a=480
if b<0 then b=0
if b>480 then b=480
line 0,a,640,b
rem 680.0 here is screen width in pixels (I think)
frac# = roll#/640.0
height# = frac#*b + (1.0 - frac#)*a
rem the bit that keeps the sprite on the line
if height#<a or height#>b then speed# = speed# - (a-b)*00000.1
if height#>a or height#<b then speed# = speed# + (b-a)*00000.1
rem update roll
roll# = roll# + speed#
rem make sure circle or sprite doesn't leave screen
if speed#<0 and roll#<20 then speed# = 0.0: roll# = 20
if speed#>0 and roll#>620 then speed# = 0.0: roll# = 620
rem see if it time to get a new time value and make it a sprite
if timer()>(intsecondtimer+1000)
rem if it is jump to function with value get Time$()
updatesecondsimage(get time$(),roll#,height#)
rem return from function and give intsecondtimer new timer() to check.
intsecondtimer=timer()
endif
rem ************************************************************
rem paste backdrop to scrren
copy bitmap 2,0,0,640,480,0,0,0,screen width(),screen height()
rem *************************************************************
rem circle roll#,height# - 20,20
rem put the now time on the screen
sprite 1,roll#-text width(the_time$),height#-10,1
set cursor 50,2
print " Press A or ' to move up and Z or / to move down"
rem update everything
sync
loop
rem this get the time in text and makes it into a sprite
function updatesecondsimage(the_time$,roll#,height#)
rem change to bitmap 1
set current bitmap 1
rem set text color
ink RGB(255,255,255),0
rem put the text on bitmap screen 1
text 0,0,the_time$+" "
rem grab the text
get image 1,0,0,text width(the_time$)+150,text height(the_time$),1
rem switch back to main screen
set current bitmap 0
rem put sprite on the screen
sprite 1,roll#-text width(the_time$),height#-10,1
rem as below
endfunction a
In Space No One can Hear You Scream! (When your comm Line is cut?)