Surely you're all familiar with the Shogun title screen?

It is, and I did. I didn’t include any side banners here because they’re a different puzzle that I’d solved pretty much the day Flexible Windows worked on the new Inform. Different, because they appear throughout the game, and are also in Zork Zero without the fancy title menu.

Code here
The current banner is a figure name that varies.
The current banner is initially the Figure of Banner_Stars.

The left-banner-window is a graphics g-window spawned by the main-window.
The position of the left-banner-window is g-placeleft.
The scale method of the left-banner-window is g-fixed-size.
The measurement of the left-banner-window is 64.

The right-banner-window is a graphics g-window spawned by the main-window.
The position of the right-banner-window is g-placeright.
The scale method of the right-banner-window is g-fixed-size.
The measurement of the right-banner-window is 64.

Window-drawing rule for the left-banner-window:
	clear the left-banner-window;
	[Shogun and Zork Zero had fixed screen heights so they could draw their banners
	just once each. We don't have that luxury.]
	let H be the height of the left-banner-window;
	let Y be 0;
	while Y < H:
		draw a copy of the current banner in the left-banner-window at 0 by Y;
		increase Y by 256;
		[assumes the banner is 256 pixels high for cheapness even though there
		are perfectly usable image size routines...]

[Drawing two distinct sides is left as an exercise for the reader.]
Window-drawing rule for the right-banner-window:
	clear the right-banner-window;
	let H be the height of the right-banner-window;
	let Y be 0;
	while Y < H:
		draw a copy of the current banner in the right-banner-window at 0 by Y;
		increase Y by 256;

Which does bring up the issue of the user resizing the window. Text windows look fine, but the banners show ugly white areas. I… solve this by redrawing every turn, but that only fixes it temporarily.