Having finally had the energy and patience to sit down and work at this, I thought I'd share what I learned so others can benefit from it. I've only gotten the exit command working at the moment, so I'll talk about that.
Aloe Guvner's pointers were very helpful! If you're looking to make a plugin that adds items from the title menu, follow his directions upthread. However! Here's some additional explanation.
For each command you want to add, you need to add a line in
Scene_Title.prototype.createCommandWindow and
Window_titleCommand.prototype.makeCommandList that corresponds to that command.
So in the
Window_titleCommand.prototype.makeCommandList section, I have to add:
this.addCommand("Quit", 'quit');
You place the new command among the existing commands in the order you want. I put my Quit command at the bottom, below Options.
Next you have to add a line to
Scene_Title.prototype.createCommandWindow that lines up with your new command. This needs to go above the line that reads
this.addWindow(this._commandWindow); and below the line that reads
this._commandWindow = new Window_TitleCommand();. But the same placement in the command order applies. Once you've done this, your game will not run until you've completed the next step. Because all the stuff you add in this section is called but not defined. Basically you've created a pointer to a new chunk of code that you create in the next step.
Continuing my quest to have a Quit option at the title screen, I put
this._commandWindow.setHandler('quit', this.commandQuit.bind(this));
between the line for Options and the
.addWindow line.
Next you actually have to write the code that your new command does. The name of your new command's code chunk is going to be the bit in the middle. In my example, it's
commandQuit. So the general form will be:
Scene_Title.prototype.<Your Command Name> = function() {
<Code bits here.>
};
I replace <Your Command Name> with commandQuit to finish this. At this point it's a matter of research, writing code, and testing to get your new command to work right. Knowing from my day job as a programmer that most languages have a fairly simple snippet of code to terminate the program, I found the answer to closing the game. The general form is
<base object>.close(), so for stock RMMV it ends up being
window.close().