Code: 
	#==============================================================================
# ++ Title Screen Edit ver. 1.10 ++
#  Script by ParaDog
#  http://2d6.parasite.jp/
#------------------------------------------------------------------------------
# Edits the title menu by replacing the menu options with picture graphics.
#==============================================================================
module PARA_TITLE_CUSTOM
  
  # The picture is used in menu command ( true / false )
  IMG_MENU = true
  # ---Settings if using images for the menu options---
  # The graphics file name which is used in menu command(In "Graphics/Titles" import)
  #( As for the prescribed form when [ default, highlighted] )
  
  # New Game
  IMG_NEWGAME = ["newgame", "newgame_active"]
  IMG_NEWGAME_X = 450 # Horizontal position
  IMG_NEWGAME_Y = 320 # Vertical position
  
  # Continue
  IMG_LOAD = ["continue", "continue_active"]
  IMG_LOAD_X = 450 # Horizontal position
  IMG_LOAD_Y = 360 # Vertical position
  
  # Extra
  IMG_EXTRA = ["extra", "extra_active"]
  IMG_EXTRA_X = 450 # Horizontal position
  IMG_EXTRA_Y = 400 # Vertical position
  
  # Shutdown
  IMG_END = ["shutdown", "shutdown_active"]
  IMG_END_X = 450 # Horizontal position
  IMG_END_Y = 440 # Vertical position
  
  
  # When continuity new invalid ( 0:Translucency / 1:Appointing the picture )
  LOAD_DISABLED_TYPE = 0
  
  # Picture when continuing invalid
  IMG_LOAD_DISABLED = ["continue_disabled", "continue_disabled_active"]
  
  # When extra is disabled ( 0:Translucency / 1:Appointing the picture )
  EXTRA_DISABLED_TYPE = 0
  
  # Picture when extra is disabled
  IMG_EXTRA_DISABLED = ["extra_disabled", "extra_disabled_active"]
  # Blending method of picture ( 0:Normal / 1:Addition / 2:Subtraction )
  BLEND_TYPE = 0
  # ---Settings if using text for the menu options---
  
  # Character string of menu command
  MENU_NEWGAME = "New Game" # New Game
  MENU_LOAD = "Continue" # Continue
  MENU_EXTRA = "Extra"
  MENU_END = "Shutdown" # Shutdown
  # Window framework non indication ( true / false )
  WINDOW_TRANS = false
  # When transparency of the window (indicating the window framework, appointment)
  WINDOW_OPACITY = 160
  # Width of window
  WINDOW_WIDTH = 192
  # Horizontal alignment of window ( 0: by Coordinates / 1: Left / 2: Center / 3:Right )
  WINDOW_ALIGN = 2
  # If "by coordinates", positions the window horizontally
  WINDOW_POS_X = 0
  # Vertical position of window (0: by Coordinates / 1: Top / 2: Center / 3: Bottom )
  WINDOW_VALIGN = 0
  # If "by coordinates", positions the window vertically
  WINDOW_POS_Y = 288
end
# End of the config section
#------------------------------------------------------------------------------
#==============================================================================
# ** 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
    if FileTest.exist?("AllSave.rxdata")
      file = File.open("AllSave.rxdata", "rb")
      read_all_data(file)
      file.close
    else
      $extra_flag = false
      $extra_cg = Array.new
      $play_true = Array.new
    end
    # Make title graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    # Make command window
    s1 = PARA_TITLE_CUSTOM::MENU_NEWGAME
    s2 = PARA_TITLE_CUSTOM::MENU_LOAD
    s3 = PARA_TITLE_CUSTOM::MENU_EXTRA
    s4 = PARA_TITLE_CUSTOM::MENU_END
    w = PARA_TITLE_CUSTOM::WINDOW_WIDTH
    @command_window = Window_Command.new(w, [s1, s2, s3, s4])
    if PARA_TITLE_CUSTOM::WINDOW_TRANS
      @command_window.opacity = 0
    else
      @command_window.back_opacity = PARA_TITLE_CUSTOM::WINDOW_OPACITY
    end
    # Positioning the window
    case PARA_TITLE_CUSTOM::WINDOW_ALIGN
    when 0
      @command_window.x = PARA_TITLE_CUSTOM::WINDOW_POS_X
    when 1
      @command_window.x = 0
      when 2
        @command_window.x = ( 640 - @command_window.width ) / 2
      when 3
        @command_window.x = 640 - @command_window.width
      end
      case PARA_TITLE_CUSTOM::WINDOW_VALIGN
      when 0
        @command_window.y = PARA_TITLE_CUSTOM::WINDOW_POS_Y
      when 1
        @command_window.y = 0
      when 2
        @command_window.y = ( 480 - @command_window.height ) / 2
      when 3
        @command_window.y = 480 - @command_window.height
      end
      # 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
      if !$extra_flag
        @command_window.disable_item(2)
      end
      # Pictures used in the command menu
      if PARA_TITLE_CUSTOM::IMG_MENU
        @command_window.visible = false
        @command_img0 = Sprite.new
        @command_img0.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
        @command_img0.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
        @command_img0.x = PARA_TITLE_CUSTOM::IMG_NEWGAME_X
        @command_img0.y = PARA_TITLE_CUSTOM::IMG_NEWGAME_Y
        @command_img1 = Sprite.new
        @command_img1.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
        @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
        @command_img1.x = PARA_TITLE_CUSTOM::IMG_LOAD_X
        @command_img1.y = PARA_TITLE_CUSTOM::IMG_LOAD_Y
        @command_img2 = Sprite.new
        @command_img2.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
        @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_EXTRA[0])
        @command_img2.x = PARA_TITLE_CUSTOM::IMG_EXTRA_X
        @command_img2.y = PARA_TITLE_CUSTOM::IMG_EXTRA_Y
        @command_img3 = Sprite.new
        @command_img3.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
        @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
        @command_img3.x = PARA_TITLE_CUSTOM::IMG_END_X
        @command_img3.y = PARA_TITLE_CUSTOM::IMG_END_Y
        # If the continue option is available, the cursor is adjusted
        # Otherwise, the continue option is made translucent
        if @continue_enabled
          select_img_item(1)
        else
          @command_img0.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
          case PARA_TITLE_CUSTOM::LOAD_DISABLED_TYPE
          when 0
            @command_img1.opacity = 160
          when 1
            @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD_DISABLED[0])
          end
        end
        if !$extra_flag
          case PARA_TITLE_CUSTOM::LOAD_DISABLED_TYPE
          when 0
            @command_img2.opacity = 160
          when 1
            @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_EXTRA_DISABLED[0])
          end
        end
      end
      sud_customize01
      # 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
        # 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
      if PARA_TITLE_CUSTOM::IMG_MENU
        @command_img0.dispose
        @command_img1.dispose
        @command_img2.dispose
        @command_img3.dispose
      end
      # Dispose of title graphic
      @sprite.bitmap.dispose
      @sprite.dispose
    end
    #--------------------------------------------------------------------------
    # * Frame Update
    #--------------------------------------------------------------------------
    alias update_para_tcst update
    def update
      update_para_tcst
      if PARA_TITLE_CUSTOM::IMG_MENU
        if Input.repeat?(Input::UP) || Input.repeat?(Input::DOWN)
          # Change picture
          select_img_item(@command_window.index)
        end
      end
    end
    #--------------------------------------------------------------------------
    # * Change Picture when menu select
    #--------------------------------------------------------------------------
    def select_img_item(index)
      @command_img0.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
      case PARA_TITLE_CUSTOM::LOAD_DISABLED_TYPE
      when 0
        @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
      when 1
        @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD_DISABLED[0])
      end
      case PARA_TITLE_CUSTOM::EXTRA_DISABLED_TYPE
      when 0
        @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_EXTRA[0])
      when 1
        @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_EXTRA_DISABLED[0])
      end
      @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
      case @command_window.index
      when 0 # New Game
        @command_img0.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
      when 1 # Continue
        case PARA_TITLE_CUSTOM::LOAD_DISABLED_TYPE
        when 0
          @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
        when 1
          @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD_DISABLED[1])
        end
      when 2 # Extra
        @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_EXTRA[1])
      when 3 # Shutdown
        @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[1])
    end
  end
end