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Okay, this is really awful, I really need your help here.
I'm using Hanzo Kimuras Ultimate Overlay Mapping-script and wanted to encrypt the game it's used in - but all the overlay-images aren't hidden or encrypted at all. I tried to move the overlays in the graphics-folder to be encrypted automatically and changed the folder-path in the script - the images are successfully hidden, but after that the overlays simply won't be shown in the game anymore.
So... Does anyone know how to change that so the overlays are encrypted and usable?
Because vx.net and RRR are no more, I can't give you a direct link to the demo, but here's the script Hanzo used:
#==============================================================================# U L T I M A T E O V E R L A Y M A P P I N G# Script By: Hanzo Kimura# Date Created: 08/11/10#==============================================================================module HK_UOM #=================================== SET UP ===================================## SCREEN SETUP Width = 544 # The Size of Resolution (Screen's Width) 544/640 Height = 416 # The Size of Resolution (Screen's Height) 416/480# SWITCHES LightSwitch = 1 #Switch to Activate Light Overlays ShadowSwitch = 2 #Switch to Activate Shadow Overlays ParSwitch = 1 #Switch to Activate Parallax Overlays GroundSwitch = 1 #Switch to Activate Ground Overlays# FILENAMES LightMap = "Light" #The name of the file for Light Overlays ShadowMap = "Shadow" #The name of the file for Shadow Overlays ParMap = "Par" #The name of the file for Parallax Overlays GroundMap = "Ground" #The name of the file for Ground Overlays#================================ END OF SET UP ===============================#end# OVERLAY SCRIPT STARTS HERE #module Cache def self.overlay(filename) load_bitmap("Overlays/", filename) endendclass Spriteset_Map include HK_UOM alias hk_uom_initialize initialize def initialize @GroundON = FileTest.exist?("Overlays/" + "ground" + $game_map.map_id.to_s + ".png") hk_uom_initialize update end alias hk_uom_create_parallax create_parallax def create_parallax if @GroundON @ground = Sprite.new(@viewport1) @ground.z = 1 @ground.bitmap = Cache.overlay("ground" + $game_map.map_id.to_s) end hk_uom_create_parallax end alias hk_uom_dispose_parallax dispose_parallax def dispose_parallax if @ground != nil @ground.dispose end hk_uom_dispose_parallax end alias hk_uom_update_parallax update_parallax def update_parallax if @ground != nil @ground.visible = $game_switches[GroundSwitch] end if @ground != nil @ground.tone = $game_map.screen.tone @viewport1.ox = $game_map.screen.shake #update shake screen @viewport1.color = $game_map.screen.flash_color #update flash screen if @ground.ox != -$game_map.display_x / 256 or @ground.oy != -$game_map.display_y / 256 or @ground.ox == 0 or @ground.oy == 0 @ground.ox = $game_map.display_x / 8 @ground.oy = $game_map.display_y / 8 end end hk_uom_update_parallax endend#==============================================================================# Scene Map#==============================================================================class Scene_Map < Scene_Base alias hk_uom_start start def start hk_uom_start $OverlayMap = Overlay_Map.new end def terminate super if $scene.is_a?(Scene_Battle) @spriteset.dispose_characters end snapshot_for_background @spriteset.dispose @message_window.dispose $OverlayMap.dispose if $scene.is_a?(Scene_Battle) perform_battle_transition end end def update super $game_map.interpreter.update $game_map.update $game_player.update $game_system.update @spriteset.update @message_window.update $OverlayMap.update unless $game_message.visible update_transfer_player update_encounter update_call_menu update_call_debug update_scene_change end end def update_transfer_player return unless $game_player.transfer? fade = (Graphics.brightness > 0) fadeout(30) if fade @spriteset.dispose $game_player.perform_transfer $game_map.autoplay $game_map.update Graphics.wait(15) @spriteset = Spriteset_Map.new $OverlayMap.dispose $OverlayMap = Overlay_Map.new fadein(30) if fade Input.update endend#==============================================================================# Overlay#==============================================================================class Overlay_Mapinclude HK_UOM def initialize check_file display_overlay end def check_file @LightON = FileTest.exist?("Overlays/" + LightMap + $game_map.map_id.to_s + ".jpg") @ShadowON = FileTest.exist?("Overlays/" + ShadowMap + $game_map.map_id.to_s + ".jpg") @ParON = FileTest.exist?("Overlays/" + ParMap + $game_map.map_id.to_s + ".png") @GroundON = FileTest.exist?("Overlays/" + GroundMap + $game_map.map_id.to_s + ".png") end # Displaying Overlays SET UP # def display_overlay if @LightON @light_viewport = Viewport.new(0, 0, Width, Height) @light_viewport.z = 10 @light = Sprite.new(@light_viewport) @light.bitmap = Cache.overlay(LightMap + $game_map.map_id.to_s) @light.z = 10 @light.opacity = 115 @light.blend_type = 1 @light.visible = $game_switches[LightSwitch] end if @ShadowON @shadow_viewport = Viewport.new(0, 0, Width, Height) @shadow_viewport.z = 9 @shadow = Sprite.new(@shadow_viewport) @shadow.bitmap = Cache.overlay(ShadowMap + $game_map.map_id.to_s) @shadow.z = 9 @shadow.opacity = 85 @shadow.blend_type = 2 @shadow.visible = $game_switches[ShadowSwitch] end if @ParON @par_viewport = Viewport.new(0, 0, Width, Height) @par_viewport.z = 8 @par = Sprite.new(@par_viewport) @par.z = 8 @par.bitmap = Cache.overlay(ParMap + $game_map.map_id.to_s) @par.tone = $game_map.screen.tone @par.opacity = 255 @par.blend_type = 0 @par.visible = $game_switches[ParSwitch] end update end # Update Overlays SET UP # def update if @light != nil @light.visible = $game_switches[LightSwitch] end if @shadow != nil @shadow.visible = $game_switches[ShadowSwitch] end if @par != nil @par.visible = $game_switches[ParSwitch] end if @light != nil @light.tone = $game_map.screen.tone #update screentone @light_viewport.ox = $game_map.screen.shake #update shake screen @light_viewport.color = $game_map.screen.flash_color #update flash screen if @light.x != $game_map.display_x / 256 or @light.y != $game_map.display_y / 256 or @light.x == 0 or @light.y == 0 @light.ox = $game_map.display_x / 8 @light.oy = $game_map.display_y / 8 end #./ end #./ if @shadow != nil @shadow.tone = $game_map.screen.tone #update screentone @shadow_viewport.ox = $game_map.screen.shake #update shake screen @shadow_viewport.color = $game_map.screen.flash_color #update flash screen if @shadow.x != $game_map.display_x / 256 or @shadow.y != $game_map.display_y / 256 or @shadow.x == 0 or @shadow.y == 0 @shadow.ox = $game_map.display_x / 8 @shadow.oy = $game_map.display_y / 8 end #./ end #./ if @par != nil @par.tone = $game_map.screen.tone #update screentone @par_viewport.ox = $game_map.screen.shake #update shake screen @par_viewport.color = $game_map.screen.flash_color #update flash screen if @par.ox != $game_map.display_x / 256 or @par.oy != $game_map.display_y / 256 or @par.ox == 0 or @par.oy == 0 @par.ox = $game_map.display_x / 8 @par.oy = $game_map.display_y / 8 end #./ end #./ end #def end def dispose if @light != nil @light_viewport.dispose @light.dispose end if @shadow != nil @shadow_viewport.dispose @shadow.dispose end if @par != nil @par_viewport.dispose @par.dispose end endendI absolutely don't know anything about scripting, but after some time of research I figured there is a very similar script for Ace. Yami wrote it and even stated that the original script is from Hanzo Kimura, so I guess the structure might be related. In the newest update the encryption-problem is apparently fixed.
Maybe Yamis work can help to fix the problem in Hanzos script, since I'm using VX and not Ace?
Here is the demo for Yamis Overlay Mapping.
I really hope somebody can help me out here. Pretty please? With sugar on top?
I'm using Hanzo Kimuras Ultimate Overlay Mapping-script and wanted to encrypt the game it's used in - but all the overlay-images aren't hidden or encrypted at all. I tried to move the overlays in the graphics-folder to be encrypted automatically and changed the folder-path in the script - the images are successfully hidden, but after that the overlays simply won't be shown in the game anymore.
So... Does anyone know how to change that so the overlays are encrypted and usable?
Because vx.net and RRR are no more, I can't give you a direct link to the demo, but here's the script Hanzo used:
#==============================================================================# U L T I M A T E O V E R L A Y M A P P I N G# Script By: Hanzo Kimura# Date Created: 08/11/10#==============================================================================module HK_UOM #=================================== SET UP ===================================## SCREEN SETUP Width = 544 # The Size of Resolution (Screen's Width) 544/640 Height = 416 # The Size of Resolution (Screen's Height) 416/480# SWITCHES LightSwitch = 1 #Switch to Activate Light Overlays ShadowSwitch = 2 #Switch to Activate Shadow Overlays ParSwitch = 1 #Switch to Activate Parallax Overlays GroundSwitch = 1 #Switch to Activate Ground Overlays# FILENAMES LightMap = "Light" #The name of the file for Light Overlays ShadowMap = "Shadow" #The name of the file for Shadow Overlays ParMap = "Par" #The name of the file for Parallax Overlays GroundMap = "Ground" #The name of the file for Ground Overlays#================================ END OF SET UP ===============================#end# OVERLAY SCRIPT STARTS HERE #module Cache def self.overlay(filename) load_bitmap("Overlays/", filename) endendclass Spriteset_Map include HK_UOM alias hk_uom_initialize initialize def initialize @GroundON = FileTest.exist?("Overlays/" + "ground" + $game_map.map_id.to_s + ".png") hk_uom_initialize update end alias hk_uom_create_parallax create_parallax def create_parallax if @GroundON @ground = Sprite.new(@viewport1) @ground.z = 1 @ground.bitmap = Cache.overlay("ground" + $game_map.map_id.to_s) end hk_uom_create_parallax end alias hk_uom_dispose_parallax dispose_parallax def dispose_parallax if @ground != nil @ground.dispose end hk_uom_dispose_parallax end alias hk_uom_update_parallax update_parallax def update_parallax if @ground != nil @ground.visible = $game_switches[GroundSwitch] end if @ground != nil @ground.tone = $game_map.screen.tone @viewport1.ox = $game_map.screen.shake #update shake screen @viewport1.color = $game_map.screen.flash_color #update flash screen if @ground.ox != -$game_map.display_x / 256 or @ground.oy != -$game_map.display_y / 256 or @ground.ox == 0 or @ground.oy == 0 @ground.ox = $game_map.display_x / 8 @ground.oy = $game_map.display_y / 8 end end hk_uom_update_parallax endend#==============================================================================# Scene Map#==============================================================================class Scene_Map < Scene_Base alias hk_uom_start start def start hk_uom_start $OverlayMap = Overlay_Map.new end def terminate super if $scene.is_a?(Scene_Battle) @spriteset.dispose_characters end snapshot_for_background @spriteset.dispose @message_window.dispose $OverlayMap.dispose if $scene.is_a?(Scene_Battle) perform_battle_transition end end def update super $game_map.interpreter.update $game_map.update $game_player.update $game_system.update @spriteset.update @message_window.update $OverlayMap.update unless $game_message.visible update_transfer_player update_encounter update_call_menu update_call_debug update_scene_change end end def update_transfer_player return unless $game_player.transfer? fade = (Graphics.brightness > 0) fadeout(30) if fade @spriteset.dispose $game_player.perform_transfer $game_map.autoplay $game_map.update Graphics.wait(15) @spriteset = Spriteset_Map.new $OverlayMap.dispose $OverlayMap = Overlay_Map.new fadein(30) if fade Input.update endend#==============================================================================# Overlay#==============================================================================class Overlay_Mapinclude HK_UOM def initialize check_file display_overlay end def check_file @LightON = FileTest.exist?("Overlays/" + LightMap + $game_map.map_id.to_s + ".jpg") @ShadowON = FileTest.exist?("Overlays/" + ShadowMap + $game_map.map_id.to_s + ".jpg") @ParON = FileTest.exist?("Overlays/" + ParMap + $game_map.map_id.to_s + ".png") @GroundON = FileTest.exist?("Overlays/" + GroundMap + $game_map.map_id.to_s + ".png") end # Displaying Overlays SET UP # def display_overlay if @LightON @light_viewport = Viewport.new(0, 0, Width, Height) @light_viewport.z = 10 @light = Sprite.new(@light_viewport) @light.bitmap = Cache.overlay(LightMap + $game_map.map_id.to_s) @light.z = 10 @light.opacity = 115 @light.blend_type = 1 @light.visible = $game_switches[LightSwitch] end if @ShadowON @shadow_viewport = Viewport.new(0, 0, Width, Height) @shadow_viewport.z = 9 @shadow = Sprite.new(@shadow_viewport) @shadow.bitmap = Cache.overlay(ShadowMap + $game_map.map_id.to_s) @shadow.z = 9 @shadow.opacity = 85 @shadow.blend_type = 2 @shadow.visible = $game_switches[ShadowSwitch] end if @ParON @par_viewport = Viewport.new(0, 0, Width, Height) @par_viewport.z = 8 @par = Sprite.new(@par_viewport) @par.z = 8 @par.bitmap = Cache.overlay(ParMap + $game_map.map_id.to_s) @par.tone = $game_map.screen.tone @par.opacity = 255 @par.blend_type = 0 @par.visible = $game_switches[ParSwitch] end update end # Update Overlays SET UP # def update if @light != nil @light.visible = $game_switches[LightSwitch] end if @shadow != nil @shadow.visible = $game_switches[ShadowSwitch] end if @par != nil @par.visible = $game_switches[ParSwitch] end if @light != nil @light.tone = $game_map.screen.tone #update screentone @light_viewport.ox = $game_map.screen.shake #update shake screen @light_viewport.color = $game_map.screen.flash_color #update flash screen if @light.x != $game_map.display_x / 256 or @light.y != $game_map.display_y / 256 or @light.x == 0 or @light.y == 0 @light.ox = $game_map.display_x / 8 @light.oy = $game_map.display_y / 8 end #./ end #./ if @shadow != nil @shadow.tone = $game_map.screen.tone #update screentone @shadow_viewport.ox = $game_map.screen.shake #update shake screen @shadow_viewport.color = $game_map.screen.flash_color #update flash screen if @shadow.x != $game_map.display_x / 256 or @shadow.y != $game_map.display_y / 256 or @shadow.x == 0 or @shadow.y == 0 @shadow.ox = $game_map.display_x / 8 @shadow.oy = $game_map.display_y / 8 end #./ end #./ if @par != nil @par.tone = $game_map.screen.tone #update screentone @par_viewport.ox = $game_map.screen.shake #update shake screen @par_viewport.color = $game_map.screen.flash_color #update flash screen if @par.ox != $game_map.display_x / 256 or @par.oy != $game_map.display_y / 256 or @par.ox == 0 or @par.oy == 0 @par.ox = $game_map.display_x / 8 @par.oy = $game_map.display_y / 8 end #./ end #./ end #def end def dispose if @light != nil @light_viewport.dispose @light.dispose end if @shadow != nil @shadow_viewport.dispose @shadow.dispose end if @par != nil @par_viewport.dispose @par.dispose end endendI absolutely don't know anything about scripting, but after some time of research I figured there is a very similar script for Ace. Yami wrote it and even stated that the original script is from Hanzo Kimura, so I guess the structure might be related. In the newest update the encryption-problem is apparently fixed.
Maybe Yamis work can help to fix the problem in Hanzos script, since I'm using VX and not Ace?
Here is the demo for Yamis Overlay Mapping.
I really hope somebody can help me out here. Pretty please? With sugar on top?
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