The problem rests with the way DBP pro now treats 2d surfaces. Every 2d image (sprite, image or bitmap) is mapped onto a 3d surface of the same size. Unfortunately, this introduces bi-linear filtering to the bitmap and offsets in the mapping since it is using UV's. All of this makes the bitmap look blurry (especially when chromakeying). DirectX 8 transforms 2d to 3d surfaces by default so I can only presume these changes where done to improve the performance of 2d and the compatibility with dx8 - but at the cost of image quality
I posted a message a while ago asking if the DBP team could include a flag that would allow us to at least turn off the bi-linear filtering. Having said that, the texel to screen pixel ratio may still be off so I'm not sure if we'll ever see pixel perfect 2d in DBP. Let's see if we get a reply!
In the meantime, I have reverted back to dark basic for 2d programs.
AsylumHunter
still falling out of my binary tree most evenings (hicup!)