I'm using the standard kernel for this series, although I may include information about DPC+ minikernels in an appendix. There are a number of issues with minikernels using the DPC+ kernel: there is very little space in bank 1, so a bankswitch in ASM is needed for any minikernel that isn't tiny. Adding a minikernel causes the frame to go over 262 cycles, and a timer needs to be adjusted in the kernel ASM file to correct this. Finally, the memory map is different, so e.g. the 6lives minikernel won't work properly without adjustment.
I don't know if there are also issues with minikernels in the multisprite kernel as well, but I do know that the "noscore" option causes overcycling for some reason. I may tackle that one in an appendix, too - we shall see.
I think the multi sprite kernel could have used more love. Although I truly appreciate and use it.. well, it kinda seemed rough around the edges compared to the standard kernel and DPC+. Probably because the timings had to be so tight to fit in a higher resolution playfield and virtual sprites. I wouldn't mind a custom alternative to multi sprite with 4 paddle support
@Lewis2907 I usually "cheat" by using the Title Kernel Editor in VisualbB. When you preview the title screen go into the bB directory and copy out the titlescreen folder to your project folder. The preview folder in bB should look something like "_Preview(67cb548a-21e4-45cf-9b31-54ad38a73012)" more or less.
The titlescreen data seems to like being in your last bank.
If it were in bank 4 I'd use it like so. This line is like a drawscreen command strictly for displaying the tittle.
gosub titledrawscreen bank4