in db the setup is RGB(0-10,0-10,0-10) = transparency %
so if you had RGB(9,9,9) that pixel would be semi-transparent, form of basic alpha mapping ... becuase if just one value was under 10 it would be setup as the transparency rate.
in dbpro i believe they actually use alphamaps now no?
well anyways the simplest way to play a sprite is your own function like...
function play_sprite(sprite,frameST,frameSP,x#,y#)
frameFN = inc frameFN
if frameFN < frameSP then frameFN = frameST
if frameFN > frameST then frameFN = frameST
sprite sprite,x#,y#,frameFN
endfunction frameFN
as the for the transparency... use bitmaps or truevision targa as jpg and other compressed formats tend to ruin colours and blend them - which could be the blame for your dotty transparency.
Holy jumping mother of god NOOOO!!!...