STICK OUT X Y
will store the X and Y position of the circle pad in X and Y
The easiest way to move a sprite with it would be
STICK OUT X Y
SPOFS ID OUT SX,SY
SPOFS ID, SX+(X*4),SY-(Y*4)
This allows for different speeds!
STICK usually ranges from 0 to .8, so *4 makes it from 0 to 3.2
Y is inverted, which is why I subtracted it, as the result is generally inverted to what you expect.
Animation is pretty annoying to explain, but sprite on sprite collision isn't too bad
SPCOL ID,TRUE 'For every sprite that can collide
SPCOLVEC ID 'For every sprite that can collide, only use after SPCOL
SPHITSP ID 'If the sprite with that ID collides with any other SPCOL sprite, then true, else false
SPHITSP ID,RangeMin,RangeMax will only collide with sprited between the ID range provided.
If you're looking for a lot of help, go to SmileBASICSource. It's a great community and can be very helpful as well as just overall fun. If you're familiar with the Petit Computer Wikia, this is the SB equivalent.