There's more: -said picture has to be a 256 color-palette .pcx image
-Using the default template, you also have to open system.def to alter the coding to account for your new background:
Default coding:
Code
;----------------------------
;Title background definition
[TitleBGdef]
bgclearcolor = 0,0,0
[TitleBG 0]
type = parallax
spriteno = 5, 1 <---Currect image used to cover the menu. (dark blue area)
start = 0, 145
width = 400, 1200
yscalestart = 100
yscaledelta = 1
tile = 1,1 <--------This is used to clone this image over and over again to make one big image.
velocity = -1 <----This is used to make the sprite move by -1 pixels.
[TitleBG 1]
type = normal
spriteno = 5, 2 <--- This is used to make a focus point for the menu. (The black area around where Arcade, Training, etc. are)
start = -160, 145
trans = sub <------- This is used to make lighter areas of this sprite darker and dark areas transparent.
[TitleBG 2]
type = normal
spriteno = 5,0 <--- This is used to cover the upper part of the screen.
start = 0, 10
tile = 1,2
velocity = -1
mask = 0
[TitleBG 3]
type = normal
spriteno = 0,0 <---The Title "M.U.G.E.N."
start = 0, 40
mask = 1
trans = add <----This is used to make the darken areas of the sprite transparent and blend in with the background.
If your Title image is a single layer then you can remove TitleBG's 1-3 since its a single sprite. Also don't forget to change the vel to 0. Save both the .sff and .def and test.
If your title screen have more than one layer then keep in mind that the order of layers works like this:
<Back Layer>
<Layer in front of back layer but not the Next Layer>
<Another Layer>
<Most up-front layer>