In 2D you have a single angle, a fixed rotation axis (so to say; in fact it is a fixed plane of rotation where the said axis is orthogonal to), and a free choosable origin (where the axis passes through, of course). Using 0 (i.e. the point where all co-ordinates are 0) as origin, the formulas for rotation look like
x' := x cos( a ) + y sin( a )
y' := -x sin( a ) + y cos( a )
If you write exactly this as matrix expression (using column vectors), you'll have
p' := R( a ) * p
so there is really nothing advanced at this level. However, as soon as you start to concatenate rotations, or (as in your case) want to compute rotational differences, matrix expression are much more handy than the scalar expressions using trigonometry terms. This gets more and more true when you consider other transformations, too, and when you work in spaces with more dimensions. I suggest you to look at matrix math (not in the broad sense but trimmed for the needs of CG) because after mastered the 3 or 4 hurdles geometric things gets much easier to deal with. Not to mention that there are several packages out there that already implement matrices and vectors for your convenience; you just have to learn how to use the stuff.
If you need help, please tell us how the both original rotations are defined, and how the difference shall look like to be used further.
See, most of that is still going way over my head. I've only touched on matrices very very briefly in school, and that was a long time ago anyways.
The way the rotations are defined is, they start at 0 pointing straight down, and then move counter-clockwise up to positive pi facing straight up. Then it changes to negative PI and goes back down to 0 at the bottom again. As far as I can tell, this is the standard way that rotation works in XNA. The co-ordinate system has the origin at the top left side of the screen, with positive X going to the right, and positive Y running straight down.
I'm never going to need to use this specific code for 3d, since this game is wholly 2d, so I don't think I need anything too fancy. Just a simple algorithm to get an angle from 2 points is what I need.