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Need an edit for Scene_Title

Well, I need an edit in Scene_Title...I want the "New game, Continue, Shutdown" Not appeared at first.
There is a "press start button" at the bottom of the title screen. Press start then the selection appeared...
 

A J

Member

You can use this my starting script a vary semple script that work with almost all others scripts http://www.savefile.com/files/607676 :D

it all depand on your map event skill which make it really easy and unlimeted 8-)

anyway I've explane every thing in the demo what to copy and what not to copy and how to do it

all you have to do now is mix it with a common event and you're done:yes:

oh yah make it in a loop
 
Maybe you want this?
Code:
#============================================================================
# ** Press Start
#----------------------------------------------------------------------------
# The Sleeping Leonhart
# Versione 1.0
# Data 30/5/07
#============================================================================
class Scene_Title
  def main
    if $BTEST
      battle_test
      return
    end
    $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")
    $game_system = Game_System.new
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    s1 = "New Game"
    s2 = "Continue"
    s3 = "Shutdown"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.back_opacity = 160
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 288
    @command_window.active = @command_window.visible = false
    
    @start_window = Window_Command.new(160, ["Press Start"])
    @start_window.back_opacity = 160
    @start_window.x = 320 - @start_window.width / 2
    @start_window.y = 240 - @start_window.height / 2
    @start_window.active = true
    
    @continue_enabled = false
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
        @continue_enabled = true
      end
    end
    if @continue_enabled
      @command_window.index = 1
    else
      @command_window.disable_item(1)
    end
    $game_system.bgm_play($data_system.title_bgm)
    Audio.me_stop
    Audio.bgs_stop
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  def update
    @start_window.update
    @command_window.update
    if @command_window.active
      if Input.trigger?(Input::C)
        case @command_window.index
        when 0
          command_new_game
        when 1
          command_continue
        when 2
          command_shutdown
        end
      end
      if Input.trigger?(Input::B)
        $game_system.se_play($data_system.cancel_se)
        @start_window.visible = @start_window.active = true
        @command_window.active = @command_window.visible = false
      end
    end
    if @start_window.active
      if Input.trigger?(Input::C)
        case @command_window.index
        when 0
          $game_system.se_play($data_system.decision_se)
          @start_window.visible = @start_window.active = false
          @command_window.active = @command_window.visible = true
        end
      end
    end
  end
end
 
But I used this scene_title:
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
    $game_system = Game_System.new
    # Make title graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    @button_sprite = Sprite.new
    @button_sprite.bitmap = RPG::Cache.picture("newgame.png")
    @button_sprite.opacity = 0
    @text_sprite = Sprite.new
    @text_sprite.bitmap = RPG::Cache.picture("text.png")
    # Make command window
    s1 = "New Game"
    s2 = "Continue"
    s3 = "Shutdown"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.back_opacity = 160
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 288
    @command_window.visible = false
    # 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"
    # If disabled, display "Continue" text in gray
    if @continue_enabled
      @command_window.index = 1
    else
      @command_window.disable_item(1)
    end
    # Play title BGM
    $game_system.bgm_play($data_system.title_bgm)
    # Stop playing ME and BGS
    Audio.me_stop
    Audio.bgs_stop
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
        @button_sprite.opacity = 0
      end
      if @command_window.index == 0
        @button_sprite.bitmap = RPG::Cache.picture("newgame.png")
      elsif @command_window.index == 1
        @button_sprite.bitmap = RPG::Cache.picture("continue.png")
      elsif @command_window.index == 2
        @button_sprite.bitmap = RPG::Cache.picture("endgame.png")
      end
      if @button_sprite.opacity <= 255
      @button_sprite.opacity += 15
      end
      # 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 command window
    @command_window.dispose
    # Dispose of title graphic
    @button_sprite.bitmap.dispose
    @button_sprite.dispose
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update command window
    @command_window.update
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0  # New game
        command_new_game
      when 1  # Continue
        command_continue
      when 2  # Shutdown
        command_shutdown
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Stop BGM
    Audio.bgm_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
 
Ok try this:
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
    $game_system = Game_System.new
    # Make title graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    @button_sprite = Sprite.new
    @button_sprite.bitmap = RPG::Cache.picture("newgame.png")
    @button_sprite.opacity = 0
    @text_sprite = Sprite.new
    @text_sprite.bitmap = RPG::Cache.picture("text.png")
    # Make command window
    s1 = "New Game"
    s2 = "Continue"
    s3 = "Shutdown"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.back_opacity = 160
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 288
    @command_window.active = @command_window.visible = false
    @button_sprite.visible = false
    
    @start_window = Window_Command.new(160, ["Press Start"])
    @start_window.back_opacity = 160
    @start_window.x = 320 - @start_window.width / 2
    @start_window.y = 240 - @start_window.height / 2
    @start_window.active = true
    
    # 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"
    # If disabled, display "Continue" text in gray
    if @continue_enabled
      @command_window.index = 1
    else
      @command_window.disable_item(1)
    end
    # Play title BGM
    $game_system.bgm_play($data_system.title_bgm)
    # Stop playing ME and BGS
    Audio.me_stop
    Audio.bgs_stop
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
        @button_sprite.opacity = 0
      end
      if @command_window.index == 0
        @button_sprite.bitmap = RPG::Cache.picture("newgame.png")
      elsif @command_window.index == 1
        @button_sprite.bitmap = RPG::Cache.picture("continue.png")
      elsif @command_window.index == 2
        @button_sprite.bitmap = RPG::Cache.picture("endgame.png")
      end
      if @button_sprite.opacity <= 255
        @button_sprite.opacity += 15
      end
      # 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 command window
    @command_window.dispose
    # Dispose of title graphic
    @text_sprite.dispose
    @text_sprite.bitmap.dispose
    @button_sprite.bitmap.dispose
    @button_sprite.dispose
    @start_window.dispose
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update command window
    @command_window.update
    # If C button was pressed
    if @command_window.active
      if Input.trigger?(Input::C)
        case @command_window.index
        when 0
          command_new_game
        when 1
          command_continue
        when 2
          command_shutdown
        end
      end
      if Input.trigger?(Input::B)
        $game_system.se_play($data_system.cancel_se)
        @start_window.visible = @start_window.active = true
        @command_window.active = @command_window.visible = false
      end
    end
    if @start_window.active
      if Input.trigger?(Input::C)
        case @command_window.index
        when 0
          $game_system.se_play($data_system.decision_se)
          @start_window.visible = @start_window.active = false
          @command_window.active = @button_sprite.visible = true
        end
      end
    end
  end
end
 

A J

Member

I've stop working on that script but I'm working on another one for you that show a sprite like the Title Script that you used

but I'm facing one problem I hope that they help me out in in the RGSS suport
 

A J

Member

This is the code for both your Title script and my the press start script
one last thing you need to do go to the main script and change
$scene = Scene_Title.new to $scene = Scene_Startgame.new

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

class Scene_Title
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main

    # Make title graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    @button_sprite = Sprite.new
    @button_sprite.bitmap = RPG::Cache.picture("newgame.png")
    @button_sprite.opacity = 0
    @text_sprite = Sprite.new
    @text_sprite.bitmap = RPG::Cache.picture("text.png")
    # Make command window
    s1 = "New Game"
    s2 = "Continue"
    s3 = "Shutdown"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.back_opacity = 160
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 288
    @command_window.visible = false
    # 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"
    # If disabled, display "Continue" text in gray
    if @continue_enabled
      @command_window.index = 1
    else
      @command_window.disable_item(1)
    end
    # Play title BGM
    $game_system.bgm_play($data_system.title_bgm)
    # Stop playing ME and BGS
    Audio.me_stop
    Audio.bgs_stop
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
        @button_sprite.opacity = 0
      end
      if @command_window.index == 0
        @button_sprite.bitmap = RPG::Cache.picture("newgame.png")
      elsif @command_window.index == 1
        @button_sprite.bitmap = RPG::Cache.picture("continue.png")
      elsif @command_window.index == 2
        @button_sprite.bitmap = RPG::Cache.picture("endgame.png")
      end
      if @button_sprite.opacity <= 255
      @button_sprite.opacity += 15
      end
      # 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 command window
    @command_window.dispose
    # Dispose of title graphic
    @button_sprite.bitmap.dispose
    @button_sprite.dispose
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update command window
    @command_window.update
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0  # New game
        command_new_game
      when 1  # Continue
        command_continue
      when 2  # Shutdown
        command_shutdown
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Stop BGM
    Audio.bgm_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
end

#==============================================================================
# ** Scene_Startgame
#------------------------------------------------------------------------------
#  This class performs game end screen processing.
#==============================================================================

class Scene_Startgame
  #--------------------------------------------------------------------------
  # * 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
    # 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_PressStart.new
  end
  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


class Scene_PressStart
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make command window
    s1 = ""

    @command_window = Window_Command.new(192, [s1])
    @command_window.x = -120 - @command_window.width / 2
    @command_window.y = -120 - @command_window.height / 2
    # Make title graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    @button_sprite = Sprite.new
    @button_sprite.bitmap = RPG::Cache.picture("PS.png")
    $game_system.bgm_play($data_system.title_bgm)
    # 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 window
    @command_window.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update command window
    @command_window.update
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0  # to title
        command_to_title
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Process When Choosing [To Title] Command
  #--------------------------------------------------------------------------
  def command_to_title
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to title screen
    $scene = Scene_Title.new
    @button_sprite.bitmap = nil
  end
end



class Scene_End
  
  def command_to_title
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to title screen
    $scene = Scene_Startgame.new
  end
end

  
class Scene_Gameover
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make game over graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.gameover($data_system.gameover_name)
    # Stop BGM and BGS
    $game_system.bgm_play(nil)
    $game_system.bgs_play(nil)
    # Play game over ME
    $game_system.me_play($data_system.gameover_me)
    # Execute transition
    Graphics.transition(120)
    # 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 game over graphic
    @sprite.bitmap.dispose
    @sprite.dispose
    # Execute transition
    Graphics.transition(40)
    # Prepare for transition
    Graphics.freeze
    # If battle test
    if $BTEST
      $scene = nil
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Switch to title screen
      $scene = Scene_Startgame.new
    end
  end
end

class Interpreter
  def command_354
    # Set return to title screen flag
    $scene = Scene_Startgame.new
    # End
    return false
  end
end
 

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