Ersetze das 2. Scene_Title im Script durch dieses:

Code:
class Scene_Title < Scene_Title_Base
  
  BACKGROUND_BITMAP = "Graphics/Pictures/Test-Background.png"
  POINTER_BITMAP = "Graphics/Pictures/Test-Pointer.png"
  
  POINTER_X = 224 #Cursor X position
  POINTER_Y = 166 #Cursor Y position for first command
  POINTER_Y_STEP = 55 #Cursor Y Addition for 
  
  OPTIONS = 3 #number of commands
  NEW_GAME  = 0 #Index number for command: New Game
  LOAD_GAME = 1 #Index number for command: Load Game
  QUIT_GAME = 2 #Index number for command: Quit Game
  MAX_INDEX = OPTIONS - 1  #total number of indices
  
  def main
    #visual stuff
    @sprite_background = Sprite.new
    @sprite_background.bitmap = Bitmap.new(BACKGROUND_BITMAP)
    @sprite_background.src_rect = @sprite_background.bitmap.rect
    
    @sprite_pointer = Sprite.new
    @sprite_pointer.bitmap = Bitmap.new(POINTER_BITMAP)
    @sprite_pointer.src_rect = @sprite_pointer.bitmap.rect
    
    @index = 0
    @sprite_pointer.x = POINTER_X
    self.update_pointer
    #standard "Scene_Title" initialization stuff
    super
    #end of scene title
    @sprite_pointer.bitmap.dispose
    @sprite_pointer.dispose
    @sprite_background.bitmap.dispose
    @sprite_background.dispose
  end
  
  def update
    if Input.repeat?(Input::UP)
      $game_system.se_play($data_system.cursor_se)
      @index = @index > 0 ? @index - 1 : MAX_INDEX
      @sprite_pointer.y = POINTER_Y + @index * POINTER_Y_STEP
    end
    if Input.repeat?(Input::DOWN)
      $game_system.se_play($data_system.cursor_se)
      @index = @index < MAX_INDEX ? @index + 1 : 0
      @sprite_pointer.y = POINTER_Y + @index * POINTER_Y_STEP
    end
    if Input.trigger?(Input::C)
      case @index
      when NEW_GAME
        self.command_new_game
      when LOAD_GAME
        self.command_continue
      when QUIT_GAME
        self.command_shutdown
      end
    end
  end
  
  def update_pointer
    @sprite_pointer.y = POINTER_Y + @index * POINTER_Y_STEP
  end
  
end