I have it... I /think/ it's by ccoa, but I'm not sure...
SEPERATE_CONTINUE_DISABLED_IMAGES = true
TRANSITION_FRAMES = 8
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
@back_sprite = Sprite.new
@back_sprite.z = @sprite.z - 10
@index = 0
@count = -1
@delta = 255 / TRANSITION_FRAMES
# 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
@index = 1
@sprite.bitmap = RPG::Cache.title("1")
else
if SEPERATE_CONTINUE_DISABLED_IMAGES
@sprite.bitmap = RPG::Cache.title("0d")
else
@sprite.bitmap = RPG::Cache.title("0")
end
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
# 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
@back_sprite.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if @count > -1
if @count == 0
if SEPERATE_CONTINUE_DISABLED_IMAGES and !@continue_enabled
@sprite.bitmap = RPG::Cache.title(@index.to_s + 'd')
else
@sprite.bitmap = RPG::Cache.title(@index.to_s)
end
@sprite.opacity = 255
else
@sprite.opacity -= @delta
end
@count -= 1
return
end
if Input.repeat?(Input::UP) or Input.repeat?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@index = (@index - 1) % 3
@count = TRANSITION_FRAMES
if SEPERATE_CONTINUE_DISABLED_IMAGES and !@continue_enabled
@back_sprite.bitmap = RPG::Cache.title(@index.to_s + 'd')
else
@back_sprite.bitmap = RPG::Cache.title(@index.to_s)
end
end
if Input.repeat?(Input::DOWN) or Input.repeat?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@index = (@index + 1) % 3
@count = TRANSITION_FRAMES
if SEPERATE_CONTINUE_DISABLED_IMAGES and !@continue_enabled
@back_sprite.bitmap = RPG::Cache.title(@index.to_s + 'd')
else
@back_sprite.bitmap = RPG::Cache.title(@index.to_s)
end
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @index
when 0 # New game
command_new_game
when 1 # Continue
command_continue
when 2 # Shutdown
command_shutdown
end
end
end
end
SEPERATE_CONTINUE_DISABLED_IMAGES = true
^ If you set that to true, then it'll use a different image when you don't have any continues.
Set it to false if you don't want the different images.
The images go into the Title folder with names of 0, 1, 2.
0d, 1d, 2d are also needed if you set SEPERATE_CONTINUE_DISABLED_IMAGES to true