Those are just manual implementations of some fading sequences, this doesn't really help. I am looking for a crossfade effect where an image is used as progressive alpha channel transition control for the destination image. I mean, I can implement it myself, that's not an issue. But that would be horribly slow and unnecessary. RMXP most probably does it through some simple multitexture effect or alpha cap and I'll figure out something with DirectX to copy that effect.