This is how I made ball movement. It was mostly taken from the example (although I had to work most of it out myself):

Code:

var force[3];
function movement_forces(body)
{
var bodyMass;
bodyMass = NewtonGetBodyMass(body);
NewtonBodyAddForce(body, 0, 0, bodyMass * (newtonGravity + force.z));
NewtonBodyAddTorque(body, bodyMass * my.move_vec_x, bodyMass * my.move_vec_y, bodyMass * my.move_vec_z);
}
////////////////////////////////////////////////////////////
// Player Initialization
////////////////////////////////////////////////////////////
define move_vec_x, skill98;
define move_vec_y, skill99;
define move_vec_z, skill100;
action initialize_player
{
player = my;

var body;
my.collision_sph_box = on; // sphere?
my.mass = 10;
my.linear_drag = 0.1;
my.angular_drag_x = 0.1;
my.angular_drag_y = 0.1;
my.angular_drag_z = 0.1;
my.start_active = on;
my.shape_factor = 0.9; // density
NewtonCreateGravityEntity(ivory_material);
dll_handle = newtonHandle;

body = NewtonGetBody(my);
NewtonSetBodyAutoActiveState(body, 0);
NewtonSetBodyActiveState(body, 1);
// asign a special force event to the rover
NewtonSetBodyForceAndTorque(body, movement_forces);

while(1)
{
vec_set(my.move_vec_x, nullvector);
vec_set(force, nullvector);
my.move_vec_x = key_cur - key_cul;
my.move_vec_y = key_cuu - key_cud;
if(key_space)
{
force.z = 1000;
}
//vec_rotate(my.move_vec_x, vector(camera.pan, 0, 0));
vec_normalize(my.move_vec_x, 100);
wait(1);
}
}