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ccoa's Title Screen Problem

I'm using ccoa's Three Title Image script, and there's something I'd like someone to try fixing.

For some reason, the script does not dispose of the title screen graphic. It just puts the game on top of it. If a map has no panorama and has an empty square, you can see part of the title screen.

Like this:

http://i30.photobucket.com/albums/c317/ ... /Error.png[/img]

If anyone knows how to solve this, I've posted my version of the script below. Note that the BGM has been edited into playing a ME in my script, so don't bother changing that.

Thanks!

Code:
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs title screen processing.
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # If battle test
    if $BTEST
      battle_test
      return
    end
    # Load database
    $data_actors        = load_data("Data/Actors.rxdata")
    $data_classes       = load_data("Data/Classes.rxdata")
    $data_skills        = load_data("Data/Skills.rxdata")
    $data_items         = load_data("Data/Items.rxdata")
    $data_weapons       = load_data("Data/Weapons.rxdata")
    $data_armors        = load_data("Data/Armors.rxdata")
    $data_enemies       = load_data("Data/Enemies.rxdata")
    $data_troops        = load_data("Data/Troops.rxdata")
    $data_states        = load_data("Data/States.rxdata")
    $data_animations    = load_data("Data/Animations.rxdata")
    $data_tilesets      = load_data("Data/Tilesets.rxdata")
    $data_common_events = load_data("Data/CommonEvents.rxdata")
    $data_system        = load_data("Data/System.rxdata")
    # Make system object
    $game_system = Game_System.new
    # Make title graphic
    @sprite = Sprite.new
    
    # NEW CODE
    @back_sprite = Sprite.new
    @back_sprite.z = @sprite.z - 10
    
    # transition between images, set to 0 if none
    @transition_frames = 0
    @delta = 255 / @transition_frames = 5
    @wait = 0
    #END NEW CODE
    
    # Continue enabled determinant
    # Check if at least one save file exists
    # If enabled, make @continue_enabled true; if disabled, make it false
    @continue_enabled = false
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
        @continue_enabled = true
      end
    end
    
    # If continue is enabled, move cursor to "Continue"
    # NEW CODE
    if @continue_enabled
      @sprite.bitmap = RPG::Cache.title("2")
      @index = 2
    else
      @sprite.bitmap = RPG::Cache.title("1")
      @index = 1
    end
    # END NEW CODE
    
    # Play title BGM
    Audio.me_play("Audio/ME/Rhapsodia", 100, 100)
    # Stop playing ME and BGS
    Audio.bgs_stop
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze

    # Dispose of title graphic
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # NEW CODE
    if @wait > 0
      if @wait == 0
        @sprite.bitmap = RPG::Cache.title(@index.to_s)
        @sprite.opacity = 255
      else
        @sprite.opacity -= @delta
      end
      @wait -= 1
      return
    end
    # if directional buttons are pressed
    if Input.trigger?(Input::LEFT) or Input.trigger?(Input::UP)
      $game_system.se_play($data_system.cursor_se)
      if @index == 1
        @index = 3
      else
        @index -= 1
      end
      @wait = @transition_frames
      @back_sprite.bitmap = RPG::Cache.title(@index.to_s)
    end
    if Input.trigger?(Input::RIGHT) or Input.trigger?(Input::DOWN)
      $game_system.se_play($data_system.cursor_se)
      if @index == 3
        @index = 1
      else
        @index += 1
      end
      @wait = @transition_frames
      @back_sprite.bitmap = RPG::Cache.title(@index.to_s)
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by index
      case @index
      when 1  # New game
        command_new_game
      when 2  # Continue
        command_continue
      when 3  # Shutdown
        command_shutdown
      end
    end
    # END NEW CODE
  end
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Stop BGM
    Audio.me_stop
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Command: Continue
  #--------------------------------------------------------------------------
  def command_continue
    # If continue is disabled
    unless @continue_enabled
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to load screen
    $scene = Scene_Load.new
  end
  #--------------------------------------------------------------------------
  # * Command: Shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Shutdown
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # * Battle Test
  #--------------------------------------------------------------------------
  def battle_test
    # Load database (for battle test)
    $data_actors        = load_data("Data/BT_Actors.rxdata")
    $data_classes       = load_data("Data/BT_Classes.rxdata")
    $data_skills        = load_data("Data/BT_Skills.rxdata")
    $data_items         = load_data("Data/BT_Items.rxdata")
    $data_weapons       = load_data("Data/BT_Weapons.rxdata")
    $data_armors        = load_data("Data/BT_Armors.rxdata")
    $data_enemies       = load_data("Data/BT_Enemies.rxdata")
    $data_troops        = load_data("Data/BT_Troops.rxdata")
    $data_states        = load_data("Data/BT_States.rxdata")
    $data_animations    = load_data("Data/BT_Animations.rxdata")
    $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
    $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
    $data_system        = load_data("Data/BT_System.rxdata")
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    # Set up party for battle test
    $game_party.setup_battle_test_members
    # Set troop ID, can escape flag, and battleback
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
end
 

khmp

Sponsor

Sorry I can't believe no one saw this including myself.  :dead: My sincere apology.
Code:
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # If battle test
    if $BTEST
      battle_test
      return
    end
    # Load database
    $data_actors        = load_data("Data/Actors.rxdata")
    $data_classes       = load_data("Data/Classes.rxdata")
    $data_skills        = load_data("Data/Skills.rxdata")
    $data_items         = load_data("Data/Items.rxdata")
    $data_weapons       = load_data("Data/Weapons.rxdata")
    $data_armors        = load_data("Data/Armors.rxdata")
    $data_enemies       = load_data("Data/Enemies.rxdata")
    $data_troops        = load_data("Data/Troops.rxdata")
    $data_states        = load_data("Data/States.rxdata")
    $data_animations    = load_data("Data/Animations.rxdata")
    $data_tilesets      = load_data("Data/Tilesets.rxdata")
    $data_common_events = load_data("Data/CommonEvents.rxdata")
    $data_system        = load_data("Data/System.rxdata")
    # Make system object
    $game_system = Game_System.new
    # Make title graphic
    @sprite = Sprite.new
    
    # NEW CODE
    @back_sprite = Sprite.new
    @back_sprite.z = @sprite.z - 10
    
    # transition between images, set to 0 if none
    @transition_frames = 0
    @delta = 255 / @transition_frames = 5
    @wait = 0
    #END NEW CODE
    
    # Continue enabled determinant
    # Check if at least one save file exists
    # If enabled, make @continue_enabled true; if disabled, make it false
    @continue_enabled = false
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
        @continue_enabled = true
      end
    end
    
    # If continue is enabled, move cursor to "Continue"
    # NEW CODE
    if @continue_enabled
      @sprite.bitmap = RPG::Cache.title("2")
      @index = 2
    else
      @sprite.bitmap = RPG::Cache.title("1")
      @index = 1
    end
    # END NEW CODE
    
    # Play title BGM
    Audio.me_play("Audio/ME/Rhapsodia", 100, 100)
    # Stop playing ME and BGS
    Audio.bgs_stop
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze

    # Dispose of the background.
    @back_sprite.bitmap.dispose unless @back_sprite.bitmap.disposed?
    @back_sprite.dispose unless @back_sprite.disposed?

    # Dispose of title graphic
    @sprite.bitmap.dispose
    @sprite.dispose
  end

I didn't test it though. The only reason it would do this is because of an undisposed resource. That undisposed resource in my suspicion is @back_sprite which the sprite nor the bitmap is never disposed of. So those are the only two lines I added. Just copy the code I supplied and paste over the main in the one inside that title script.

Good luck with it Leknaat! :thumb:
 

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