Oh and... which one of them should have the transparent background?
Alpha-blended images contain an R,G, B and A value for each pixel. The A value determines transparency, and for danmakufu (0,0,0) denotes a transparent pixel as well as pixels that already have an alpha channel of 0. Because of this, an image whose pixels all have an alpha channel of 255 are perfectly fine with a black background, because all the black disappears and the rest stays without change. However, if an image had a black background and some pixels do not have an alpha of 255, the black combines with the semi-transparent pixels and produces a pixel that is
not black, and as such is drawn at whatever that rgb color is, at 255 alpha, instead of having a predetermined alpha channel. Therefore, if you're going to draw an image with any semi-transparent pixels, use a transparent background.
Add-blend images are drawn with the same RGBA values, except differently. instead of drawing the image overtop of other images, it takes each R, G and B value in each pixel and adds it to the R, G and B values of the pixels below it. If an Add pixel was black, it would add 0,0,0 to the pixel below, which is nothing. If the pixel were white, it would add 255,255,255 to the pixel below, which is always 255,255,255. Due to the way DNH handles Add-blend images, it disregards the actual alpha channel of an image, and flats (see formula below) the whole thing to only RGB. Because of this, any transparent pixels are denoted as white, and semi-transparent pixels' RGB values are
(value * (alpha / 255)) + (bg value * ((255-alpha) / 255)) instead. Thus, DNH adds those pixels to whatever below, making the whole thing a bright crappy white mess. This is why a black background is needed for Add-images, since when the background is black,
(bg value * ((255-alpha) / 255)) = (0 * ((255-alpha) / 255)) = 0, so the RGB values are all added with proper transparency.
:D
Ooh, I know that one. Add a PNG image to the 'img' folder in your Danmakufu root directory - the place where you find the custom.exe and all that. Have the image at the dimensions 640x480 and name it STG_Frame, and it should work. :)
Actually, also due to the way DNH handles images, an image will appear blurred unless the dimensions are both powers of two. Therefore you should increase the canvas size to 1024x512 (to the right and bottom); DNH won't draw the extra.
:D