===================================================
Streets of Rage 2
Bypassing the Bare Knuckle II Title Screen
(also replacing the Streets of Rage 2 Title Screen)
by eskayelle
===================================================

ALL OF THE ITEMS BELOW ARE BASED UPON THE USA STREETS OF RAGE 2 ROM.
THANKS TO MARKEYJESTER, RADIOSHADOW, AND REAPER MAN FOR SEVERAL ELEMENTS DOCUMENTED HERE.

Note: These notes were taken as I worked to solve the riddle of locating the Japanese Bare Knuckle II title screen in the SoR2 ROM.
The idea was to hack that title screen so it would show up as my revised Streets of Rage 2 title screen when playing on a Japanese console.
Elements of this document can be used to create and re-point to a new title screen for the USA Streets of Rage 2 ROM.
Also, a fair amount of this guidance can be found at https://forums.sonicretro.org/index.php?threads/help-request-title-screen-replacement-streets-of-rage-2.38776/

Open the ROM in Gens r57 mod.
Activate Game Genie codes 2JBT-AAB8 (Master Code) and M3MT-AA7G (Disable Regional Lockout).
Observe the title screen generate through the VDP RAM function.  Note first offset is $0000.
$0000 is where the tiles load in VRAM. The art is decompressed to RAM (A900+), then transferred during V-blank. 
Dump VRAM and save.  Dump the palette (Pal) too.  (The purpose here is to find it later in the ROM and overwrite it.)
Open the dumped VRAM in a tile editor (like TileMolester). Set codec to 4bpp linear.  Note the tiles are at $0000.

Run a tracelog right before the title screen generates to just after it appears.  Search for $A900.
Why?  For the American title screen, the art is decompressed to RAM (A900+), then transferred during V-blank.

Find this:
00:5C46  41 F9  LEA     ($00036EB4),A0           A0=FFFFFC1A A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00000000 D1=0000FFFF D2=00000A10 D3=0000000E D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNZvc
00:5C4C  43 F8  LEA     ($A900),A1               A0=00036EB4 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00000000 D1=0000FFFF D2=00000A10 D3=0000000E D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNZvc
00:5C50  61 00  BSR     #$D46E [00:30C0]         A0=00036EB4 A1=FFFFA900 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00000000 D1=0000FFFF D2=00000A10 D3=0000000E D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNZvc

$30C0 is the decompression routine for the title screen.

Open the ROM in Pancake 2.
In Pancake 2, try Edit > Decompress Art.
Enter 36EB4 as the value to decompress.
Open the saved .bin in TileMolester, and it should look like garbled tiles for the title screen.

So...
$36EB4 is the offset for the Bare Knuckle II title screen tiles.
Per Reaper man and MarkeyJester, the art is decompressed to RAM (A900+), then transferred during V-blank. 
The subroutine at "30C0" is your decompression algorithm/subroutine. Need to bypass that. 

Note this set of commands after the decompression routine in the trace log.
This is the code relevant to displaying the Japanese Bare Knuckle II title screen in the USA SoR2 ROM.

00:5C54  21 FC  MOVE.L  #$40000000,($FC56)       A0=00038B8C A1=FFFFDE00 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00000000 D1=0000FFFF D2=00000A10 D3=0000000E D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnZvc
00:5C5C  21 FC  MOVE.L  #$941A9380,($FC5A)       A0=00038B8C A1=FFFFDE00 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00000000 D1=0000FFFF D2=00000A10 D3=0000000E D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
00:5C64  08 F8  BSET    #0,($FC54)               A0=00038B8C A1=FFFFDE00 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00000000 D1=0000FFFF D2=00000A10 D3=0000000E D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
00:5C6A  4D F9  LEA     ($000369A8),A6           A0=00038B8C A1=FFFFDE00 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00000000 D1=0000FFFF D2=00000A10 D3=0000000E D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNZvc
00:5C70  2A 3C  MOVE.L  #$61040003,D5            A0=00038B8C A1=FFFFDE00 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=000369A8 A7=FFFFFFFC D0=00000000 D1=0000FFFF D2=00000A10 D3=0000000E D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNZvc
00:5C76  7E 25  MOVEQ   #$25,D7                  A0=00038B8C A1=FFFFDE00 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=000369A8 A7=FFFFFFFC D0=00000000 D1=0000FFFF D2=00000A10 D3=0000000E D4=940D8134 D5=61040003 D6=00000000 D7=0000FFFF xnzvc
00:5C78  7C 10  MOVEQ   #$10,D6                  A0=00038B8C A1=FFFFDE00 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=000369A8 A7=FFFFFFFC D0=00000000 D1=0000FFFF D2=00000A10 D3=0000000E D4=940D8134 D5=61040003 D6=00000000 D7=00000025 xnzvc
00:5C7A  4E B9  JSR     ($000017D0)              A0=00038B8C A1=FFFFDE00 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=000369A8 A7=FFFFFFFC D0=00000000 D1=0000FFFF D2=00000A10 D3=0000000E D4=940D8134 D5=61040003 D6=00000010 D7=00000025 xnzvc

Per MarkeyJester, the code below is the equivalent for the US Streets of Rage 2 title screen.

1.        lea     (unk_39018).l,a0                    ; load compressed art address
2.        lea     ($FFFFA900).w,a1                    ; load RAM address to dump to
3.        bsr.w   sub_30C0            ; Streets2Dec   ; decompress and dump
4.        move.l  #$40000000,($FFFFFC56).w            ; set VDP VRAM write address 0000 (for DMA)
5.        move.l  #$941693C0,($FFFFFC5A).w            ; set DMA transfer size (2D80)
6.        bset    #0,($FFFFFC54).w                    ; set unknown flag (probably for signaling the transfer to go ahead)
7.        lea     (unk_38B94).l,a6                    ; load uncompressed mappings address (the mappings to the plane B table)
8.        move.l  #$61060003,d5                       ; prepare VDP VRAM write E106
9.        moveq   #$22-1,d7                           ; set width of title screen (# of 8x8 tiles)
10.       moveq   #$11-1,d6                           ; set height of title screen (# of 8x8 tiles)
11.       jsr     (sub_17D0).l        ; MapScreen     ; draw mappings to scroll plane in VRAM

This routine is for drawing a square set of mappings to one of the scroll planes. 
A6 contains the mappings (uncompressed); D5 contains the VDP mode/address (writing to VRAM address E106, Plane B is at E000 to EFFF for Streets of Rage 2). 
D7 is the width (minus 1 due to the dbf instruction), D6 is the height (minus 1). These are for the mappings only.

So... for the Bare Knuckle II title screen, it likely reads like this:
1.	00:5C46  41 F9  LEA     ($00036EB4),A0 		; load compressed art address          
2.	00:5C4C  43 F8  LEA     ($A900),A1    		; load RAM address to dump to           
3.	00:5C50  61 00  BSR     #$D46E [00:30C0]        ; decompress and dump 
...							; ...whole decompression routine till it gets to RTS	
4.	00:5C54  21 FC  MOVE.L  #$40000000,($FC56)	; set VDP VRAM write address 0000 (for DMA)       
5.	00:5C5C  21 FC  MOVE.L  #$941A9380,($FC5A) 	; set DMA transfer size (2D80)      
6.	00:5C64  08 F8  BSET    #0,($FC54)		; set unknown flag (probably for signaling the transfer to go ahead)               
7.	00:5C6A  4D F9  LEA     ($000369A8),A6          ; load uncompressed mappings address 
8.	00:5C70  2A 3C  MOVE.L  #$61040003,D5           ; prepare VDP VRAM write E104(?) 
9.	00:5C76  7E 25  MOVEQ   #$25,D7                 ; set width (#$26-1)
10.	00:5C78  7C 10  MOVEQ   #$10,D6  		; set height (#$11-1)               
11.	00:5C7A  4E B9  JSR     ($000017D0); MapScreen  ; draw mappings to scroll plane in VRAM     

-----------------------------------------------------
Comparison: Code for re-pointing the USA title screen
-----------------------------------------------------

So... what's in the TMNT of Rage USA title screen trace log?

1 thru 4: 
00:5C08  41 F9  LEA     ($0016D460),A0           A0=FFFFFC1A A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00000000 D1=4C38FFFF D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
00:5C0E  22 3C  MOVE.L  #$40200000,D1            A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00000000 D1=4C38FFFF D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
00:5C14  30 3C  MOVE.W  #$2110,D0                A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00000000 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
00:5C18  4E B9  JSR     ($00024C50)              A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc

In just hex...

41 F9 00 16 D2 48
22 3C 40 20 01 00
30 3C 21 10
4E B9 00 02 4C 50

1.	41 F9 ZZ ZZ ZZ ZZ       <- ZZ ZZ ZZ ZZ = Offset of uncompressed art, divided by 2.
2.	22 3C 40 20 VV VV       <- VV VV = VRAM address 0000 to FFFE, divided by 2.
3.	30 3C SS SS       	<- SS SS = Size of uncompressed art, divided by 2
4.	4E B9 00 02 4C 50	<- Jump to where the code to display the uncompressed art is.

New code to display tiles in VRAM:
02:4C50  40 E7  MOVE    SR,-(SP)                 A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFF8 D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
02:4C52  46 FC  MOVE    #$2700,SR                A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFF6 D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
02:4C56  48 E7  MOVEM.L {d0-a7}[38 22],-(SP)     A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFF6 D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
02:4C5A  45 F8  LEA     ($A902),A2               A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
02:4C5E  4D F9  LEA     ($00C00004),A6           A0=0016D460 A1=00005A42 A2=FFFFA902 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
02:4C64  24 08  MOVE.L  A0,D2                    A0=0016D460 A1=00005A42 A2=FFFFA902 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
02:4C66  34 FC  MOVE.W  #$9700,(A2)+             A0=0016D460 A1=00005A42 A2=FFFFA902 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=0016D460 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
02:4C6A  24 BC  MOVE.L  #$96009500,(A2)          A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=0016D460 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
02:4C70  05 CA  MOVEP.L D2,#$FFFD(A2)            A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=0016D460 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
02:4C74  2C 92  MOVE.L  (A2),(A6)                A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=0016D460 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
02:4C76  3C AA  MOVE.W  $FFFE(A2),(A6)           A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=0016D460 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
02:4C7A  3C BC  MOVE.W  #$8114,(A6)              A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=0016D460 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
02:4C7E  61 0C  BSR     #$0C [02:4C8C]           A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFE2 D0=00002110 D1=40200000 D2=0016D460 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
02:4C8C  D4 40  ADD.W   D0,D2                    A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016D460 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
02:4C8E  64 22  BCC     #$22 [02:4CB2]           A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
02:4CB2  24 BC  MOVE.L  #$94009300,(A2)          A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
02:4CB8  01 8A  MOVEP.W D0,#$0001(A2)            A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
02:4CBC  2C 92  MOVE.L  (A2),(A6)                A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
02:4CBE  26 01  MOVE.L  D1,D3                    A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
02:4CC0  E5 9B  ROL.L   #2,D3                    A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=40200000 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
02:4CC2  E4 5B  ROR.W   #2,D3                    A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00800001 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvC
02:4CC4  3C 83  MOVE.W  D3,(A6)                  A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00804000 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
02:4CC6  24 83  MOVE.L  D3,(A2)                  A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00804000 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
02:4CC8  3C 92  MOVE.W  (A2),(A6)                A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00804000 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
02:4CCA  4E 75  RTS                              A0=0016D460 A1=00005A42 A2=FFFFA904 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00C00004 A7=FFFFFFDE D0=00002110 D1=40200000 D2=0016F570 D3=00804000 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc

In just hex, this new code is:

40 E7 46 FC 27 00 48 E7 38 22 45 F8 A9 02 4D F9
00 C0 00 04 24 08 34 FC 97 00 24 BC 96 00 95 00
05 CA FF FD 2C 92 3C AA FF FE 3C BC 81 14 61 0C
3C BC 81 24 4C DF 44 1C 46 DF 4E 75 D4 40 64 22
90 42 D0 C0 61 1C D2 40 D2 40 30 02 24 08 34 FC
97 00 24 BC 96 00 95 00 05 CA FF FD 2C 92 3C AA
FF FE 24 BC 94 00 93 00 01 8A 00 01 2C 92 26 01
E5 9B E4 5B 3C 83 24 83 3C 92 4E 75

Back to the original code's location:
5 thru 6:
00:5C1E  4E 71  NOP                              A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
00:5C20  4E 71  NOP                              A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
00:5C22  4E 71  NOP                              A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
00:5C24  4E 71  NOP                              A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
00:5C26  4E 71  NOP                              A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
00:5C28  4E 71  NOP                              A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
00:5C2A  4E 71  NOP                              A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
7.	00:5C2C  4D F9  LEA     ($002DA520),A6   A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
8.	00:5C32  2A 3C  MOVE.L  #$61060003,D5    A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=002DA520 A7=FFFFFFFC D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
9.	00:5C38  7E 20  MOVEQ   #$20,D7          A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=002DA520 A7=FFFFFFFC D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=61060003 D6=00000000 D7=0000FFFF xnzvc
10.	00:5C3A  7C 0E  MOVEQ   #$0E,D6          A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=002DA520 A7=FFFFFFFC D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=61060003 D6=00000000 D7=00000020 xnzvc
11.	00:5C3C  4E B9  JSR     ($000017D0)      A0=0016D460 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=002DA520 A7=FFFFFFFC D0=00002110 D1=40200000 D2=00000C10 D3=00000003 D4=940D8134 D5=61060003 D6=0000000E D7=00000020 xnzvc

Original Title Screen Code...

00:5BFC  08 39  BTST    #7,($00A10001)           A0=FFFFFC1A A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00000000 D1=4C14FFFF D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
00:5C04  67 00  BEQ     #$0040 [00:5C46]         A0=FFFFFC1A A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00000000 D1=4C14FFFF D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc

Put 4E 71 4E 71 at $5C04, and the Bare Knuckle II screen is NOP'd, but the palette isn't.
The palette is at $5D34 and the about to fade out one at $5D54.  At $5CCC, change 66 (BNE) to 60 (BRA) to skip the palette.
Then make the bytes in $5BC0-F match $5BB0-F.
It'll still use at least part of the palette from $5D54 at the end before the title screen fades out.

1.	00:5C08  41 F9  LEA     ($00039018),A0           A0=FFFFFC1A A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00000000 D1=4C14FFFF D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
2.	00:5C0E  43 F8  LEA     ($A900),A1               A0=00039018 A1=00005A42 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00000000 D1=4C14FFFF D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
3.	00:5C12  61 00  BSR     #$D4AC [00:30C0]         A0=00039018 A1=FFFFA900 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00000000 D1=4C14FFFF D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
...
4.	00:5C16  21 FC  MOVE.L  #$40000000,($FC56)       A0=0003A4A2 A1=FFFFD680 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00000000 D1=4C14FFFF D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnZvc
5.	00:5C1E  21 FC  MOVE.L  #$941693C0,($FC5A)       A0=0003A4A2 A1=FFFFD680 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00000000 D1=4C14FFFF D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xnzvc
6.	00:5C26  08 F8  BSET    #0,($FC54)               A0=0003A4A2 A1=FFFFD680 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00000000 D1=4C14FFFF D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNzvc
7.	00:5C2C  4D F9  LEA     ($00038B94),A6           A0=0003A4A2 A1=FFFFD680 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=FFFFEC86 A7=FFFFFFFC D0=00000000 D1=4C14FFFF D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNZvc
8.	00:5C32  2A 3C  MOVE.L  #$61060003,D5            A0=0003A4A2 A1=FFFFD680 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00038B94 A7=FFFFFFFC D0=00000000 D1=4C14FFFF D2=00000C10 D3=00000003 D4=940D8134 D5=50000083 D6=00000000 D7=0000FFFF xNZvc
9.	00:5C38  7E 21  MOVEQ   #$21,D7                  A0=0003A4A2 A1=FFFFD680 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00038B94 A7=FFFFFFFC D0=00000000 D1=4C14FFFF D2=00000C10 D3=00000003 D4=940D8134 D5=61060003 D6=00000000 D7=0000FFFF xnzvc
10.	00:5C3A  7C 10  MOVEQ   #$10,D6                  A0=0003A4A2 A1=FFFFD680 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00038B94 A7=FFFFFFFC D0=00000000 D1=4C14FFFF D2=00000C10 D3=00000003 D4=940D8134 D5=61060003 D6=00000000 D7=00000021 xnzvc
11.	00:5C3C  4E B9  JSR     ($000017D0)              A0=0003A4A2 A1=FFFFD680 A2=000233B2 A3=FFFFEC80 A4=00C00004 A5=FFFFF500 A6=00038B94 A7=FFFFFFFC D0=00000000 D1=4C14FFFF D2=00000C10 D3=00000003 D4=940D8134 D5=61060003 D6=00000010 D7=00000021 xnzvc

The first long-word ($40000000) is the VDP mode and address, this is VRAM write mode to 0000. 
The second long-word is the size of the art you're transferring; this is a set of DMA registers. 
94XX is the upper byte, 93XX is the lower byte, so 16 is upper, C0 is lower. 
Together $16C0. Multiply that by 2 because VRAM is accessed in words (2 bytes at a time), you'll get $2D80, this is the size of the original game's art. 
You will need to change this to match the size of your new art (if it's smaller or bigger, if it is in fact bigger, be cautious, there may be art in VRAM directly after the title screen's art for which one will overwrite the other).

-------------------------------------------
Creating the tile mapping table for Plane B
-------------------------------------------

Other information specific to the US title screen (from RadioShadow):
5C2C = Offset to Plane Table Title, so you can store the data at end of the ROM and expand.
5C39 = Length of Title (hex)
5C3B = Height of Title (hex)
5C34 = Y Position of Title (hex)
5C35 = X Position of Title (hex)

When displaying the tile from the VRAM to Plane, it uses a specific format. Let's take a look at 215F.

Convert this to binary: 215F = 0010000101011111

Each bit represents a task:

0 01 0 0 00101011111
P PL V H T

P  = Priority
PL = Palette Set
V  = Vertical Flip
H  = Horizontal Flip
T  = Tile ID 

So in this case, it uses palette set 1 and uses tile ID 15F from the VRAM.

So you can basically set the properties for each tile. So to set the following:

P  = High
PL = 2
V  = No
H  = Yes
T  = 243

This is how it is set in binary:
         
1 10 0 1 01001000011
P PL V H T

Convert to hex: 1100101001000011 = CA43

--------
Palettes
--------
Various palettes for the two title screens are located at $5D34, $5D54, $5D74, and $5D94.
$5BB0 thru $5BBF appears to be the palette portion for the SoR2 title screen shimmer effect.
$5BC0 thru $5BBF appears to be the palette portion for the Bare Knuckle II title screen shimmer effect.