Some methods on skipping the title screen. This was applied to XP, but could be ported over to VX and VXAce.

Method #1: Simple Setup

If you want to just skip the title screen for testing purposes or something, this might be the best option. Open Scene_Title.rb on the script editor. Below the graphic transition, add the method call for commanding a new game.
# Execute transition
 Graphics.transition
 
 # Start New Game
 command_new_game
This should start the game, do note that you won’t be able to continue a previous save and it will show the title for a second and fade to the game.

Method #2: Simple Setup with Loading Screen

If you saw the first method and asked, “Is it possible if I can show the loading screen if files exist?”.

If you want to just skip the title screen for testing purposes or something, this might be the best option. Open Scene_Title.rb on the script editor. Below the graphic transition, ask the computer if files exist, if yes load game, if not start new game.

# Execute transition
 Graphics.transition
 
 # Start New Game
 if @continue_enabled
 command_continue
 else
 command_new_game
 end
This should start the game, do note that you can’t cancel out the loading screen, so this method is ideal if you have one main campaign that can be spread out to all four saves.

Method #3: Full Purge

What if you want to just have nothing and load into a new save. This is ideal if the game is short and doesn’t need saves. I made this back then, so here it is.

Open Scene_Title.rb and replace the contents with this.

#==============================================================================
 # ** 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)
 # 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
 # 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
 
 # Start New Game
 if @continue_enabled
 command_continue
 else
 command_new_game
 end
 
 # 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
 # Dispose of title graphic
 @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

By mud

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