I was just curious as to what it would draw up there! I'm pleased to report that it's pretty much what I expected. In the normal course of the game, this stuff is drawn 'behind the scenes' before the picture from the Title Screen is superimposed.
The black background is present and correct towards the upper-right (where the Blinking Eye passes through, and two items and the portal are located). That's because the attribute byte for Air is located there, and of course Air cells are Inkless.
In contrast, the 'grassy' parts of the top third of the screen have been assigned with the attribute bytes of Earth cells, and so the pixel pattern of Earth cells have been drawn in those locations by the 'Draw the current cavern' routine, instead of the Inkless grass which you normally see in the final product.
There are a few instances akin to the 'Cell-Graphics Bug', where the attribute byte in the top third of the screen matches one of the graphic bytes within the room element data (#FE20-#FE67). If you look at the 'foliage' of the tree, it is drawn using most of the Earth cell graphics. But the top pixel-row of the 'bricks' is missing (that was the one which matched the defined attribute byte at those locations), and the lowest pixel-row is a graphical interpretation of the attribute byte for Conveyor cells.
Also, the window of Willy's house is drawn using the bottom half of the Fire cells which are used in The Final Barrier (i.e. the green 'spiders', although they're black and white in this case), and these are followed by the attribute byte and then the top three pixel rows of the 'unused' Fire cells for this cavern (which are defined at #FE56-#FE5E as stalactites with the same form as the ones in the Kong Beast rooms, but with red INK on blue PAPER assigned as the attributes if only they had been used in the layout - although again, the part that is drawn where the house windows should be retains the proper colours for the windows: black and white).
Finally, for the majority of the top third of the screen, the defined attributes don't match any of the bytes within the room element data (neither attributes nor graphic bytes). Therefore, by default - after the CPIR loop has searched through the range #FE20 to #FE67 and failed to find a match - the 'Draw the current cavern' routine picks up the next eight bytes that follow on after the room element data.
If you look carefully at the apparently random pixel pattern that fills much of the top of the screen - such as the blue [technically, cyan] sky, or the tree trunk, or the rest of Willy's house, or his car - you can make out the following binary pattern in each cell:
Which in hexadecimal is:
D0 00 01 00 BB 5D 00 01
And that happens to match the eight bytes from #FE68 to #FE6F:
The next seven bytes are copied to 8068-806E
and specify Miner Willy's initial location and appearance in the cavern.
Pixel y-coordinate * 2 (see 8068
Animation frame (see 8069
Direction and movement flags: facing left (see 806A
Airborne status indicator (see 806B
Location in the attribute buffer at 5C00
: (13,27) (see 806C
Jumping animation counter (see 806E
The next four bytes are copied to 806F
and specify the direction, location and length of the conveyor.