Harry Potter and the Chamber of Secrets Game Download Mac UPDATED Free

Harry Potter and the Chamber of Secrets Game Download Mac

Title Screen

Harry Potter and the Chamber of Secrets

Developers: KnowWonder (Windows), Westlake Interactive (Macintosh)
Publishers: EA Games (Windows), Aspyr Media (Macintosh)
Platforms: Windows , Mac Os Classic , Mac OS Ten
Released in JP: November 23, 2002
Released in United states: Nov 14, 2002
Released in EU: November 15, 2002


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has subconscious development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging fabric.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease commodity

Harry Potter and the Bedroom of Secrets is a game based on a moving-picture show of the same name. The Windows version surpasses Magician'south Stone in every way.

Sub-Pages

Debug Mode

To practise:
Document the difficulty select feature.

Additional features for testing purposes can be enabled by editing the Game.ini config file: observe the following cord in the file and switch "False" to "True". Some copies of the game may employ a default.ini and refer to a non-existent module (HGame.HPConsole), then the chunk below needs to be copy and pasted into the .ini to enable it.

[HGame.baseConsole] bDebugMode=Faux bUseSystemFonts=Truthful        

If done correctly, the game will brandish the average green Unreal Engine 1 debugger text on the elevation of the screen, and the build version (021009_1205) will announced in the interruption carte du jour. Additionally, a new pick can exist selected which triggers the credits anywhere.

Commands

  • Insert - takes a screenshot and saves it as a raw bitmap at "\Documents\Harry Potter Ii\".
  • Delete - enables the costless camera fashion. All actors and cutscenes are frozen while this mode is enabled.
  • F4 - toggles the "Shortcut Window".
  • F7 - toggles debug style.
  • Backspace - opens a "Linguistic communication Browser" window, just attainable in-game and non in the pause card. Doesn't seem to function at all.
  • Page Up/Page Downward - increases and decreases game speed, respectively.
  • Tilde - toggles the console. (~)

Shortcut Window

HP2-Shortcuts-Menu.png

Allows the user to admission every level and view preset bookmarks. A sound examination exists for each map's dialogue but the files are from the showtime game and don't be here. GSTATE is curt for "game state". It alters the progress of the overall game.

Leftover Programmer Tool


sx.exe, better known equally Audio exchange, is a leftover programmer tool used for many Electronic Arts games. This command-line tool is used to convert sound files to different formats for cantankerous-platform apply. Information technology is internally credited to Dave Mercier, EAC (Electronic Arts Canada). The build plant in Chamber of Secrets is version 2.25.01, and is dated June 11th, 2002. Sound eXchange supports the following formats:

  • Apple AIFF/AIFC
  • Microsoft Wave
  • CD-ROM XA
  • Sony VAG
  • RAW (no header)
  • EAC N64/AIFF hybrid
  • SND PC bank
  • SND PC patch
  • SND PC stream
  • SND PSX bank
  • SND PSX patch
  • SND PSX stream
  • SND N64 banking concern
  • SND N64 patch
  • SND MAC bank
  • SND MAC stream
  • SND PS2 bank
  • SND PS2 stream
  • SND GC banking company
  • SND GC stream
  • SND XBOX bank
  • SND XBOX stream
  • Quicktime Pic
  • MPEG

Here is the unabridged aid log offered by Sound eXchange, which details an exhaustive list of options and information for each setting:

sx v2.25.01 (Sound eXchange) Jun 11 2002 by Dave Mercier, EAC USAGE: sx <format> [options] <sourcefiles> VERSION: WIN NT v2.25.01 (Sound commutation), Spit v3.nineteen SUMMARY: sx is a sample format converter          SPIT surroundings variable is SX_OPTS      -aiff            Export Apple tree AIFF/AIFC                          (s16b_int)                          (s8_int)                          (dvi_int)     -wave            Export Microsoft Wave                          (s16l_int)                          (u8_int)     -cdxa            Export CD-ROM XA                          (cdxa)     -vag             Export Sony VAG                          (vag_blk)     -raw             Export RAW (no header)                          (s8_int)                          (s8_blk)                          (u8_int)                          (s16b_int)                          (s16b_blk)                          (s16l_int)                          (s16l_blk)                          (eaxa_blk)                          (cdxa)                          (vag_blk)                          (dvi_int)                          (mt_blk)     -pcbank          Export SND PC bank                          (s16l_blk)                          (s8_blk)                          (eaxa_blk)                          (mt_blk)                          (layer2)                          (layer3)                          (vag_blk)                          (xboxadpcm)                          (gcadpcm)     -pcstream        Export SND PC stream                          (s8_blk)                          (s16l_blk)                          (eaxa_blk)                          (mt_blk)                          (layer2)     -psxbank         Export SND PSX bank                          (vag_blk)     -psxstream       Export SND PSX stream                          (vag_blk)     -n64bank         Export SND N64 banking concern                          (s16b_blk)                          (n64_blk)                          (mt_blk)     -macbank         Export SND MAC bank                          (s8_blk)                          (s16b_blk)                          (eaxa_blk)                          (mt_blk)                          (layer2)                          (vag_blk)                          (xboxadpcm)                          (gcadpcm)     -macstream       Export SND MAC stream                          (s8_blk)                          (s16b_blk)                          (eaxa_blk)                          (mt_blk)                          (layer2)     -earsvagstream   Consign EARS VAG stream                          (vag_blk)     -nbapsstream     Export Obsolete NBA 2000 PS stream                          (vag_blk)     -ps2bank         Export SND PS2 bank                          (vag_blk)                          (eaxa_blk)                          (mt_blk)                          (s16l_blk)                          (s8_blk)                          (layer2)     -ps2stream       Export SND PS2 stream                          (eaxa_blk)                          (mt_blk)                          (s16l_blk)                          (layer2)     -gcbank          Export SND GC bank                          (s16b_blk)                          (gcadpcm)                          (mt_blk)                          (eaxa_blk)     -gcstream        Export SND GC stream                          (s16b_blk)                          (mt_blk)                          (eaxa_blk)     -xboxbank        Export SND XBOX bank                          (s16l_blk)                          (xboxadpcm)                          (eaxa_blk)                          (mt_blk)     -xboxstream      Export SND XBOX stream                          (s16l_blk)                          (xboxadpcm)                          (eaxa_blk)                          (mt_blk)     -mpeg            Export MPEG                          (layer1)                          (layer2)                          (layer3)     -raw<samplerep>  Import RAW with given sample data representation                          (s8_int)                          (s8_blk)                          (u8_int)                          (s16b_int)                          (s16b_blk)                          (s16l_int)                          (s16l_blk)  Sample data representations that may be specified:     -s16l_int        Signed xvi-Bit Little-Endian Interleaved     -s16b_int        Signed 16-Flake Big-Endian Interleaved     -s8_int          Signed 8-Chip Interleaved     -eaxa_int        EA-XA Interleaved (3.vii:one)     -mt_blk          MicroTalk Block (10:1)     -vag_blk         Sony VAG Block (3.5:i)     -n64_blk         N64 Block (3.five:1)     -s16b_blk        Signed xvi-Flake Big-Endian Cake     -s16l_blk        Signed 16-Scrap Little-Endian Cake     -s8_blk          Signed 8-Bit Block     -eaxa_blk        EA-XA Block (3.vii:1)     -u8_int          Unsigned 8-Chip Interleaved     -cdxa            CD-XA Interleaved (iii.5:1)     -dvi_int         DVI Interleaved (iv:ane)     -layer1          MPEG Layer ane     -layer2          MPEG Layer 2     -layer3          MPEG Layer 3     -gcadpcm         GameCube ADPCM (3.5:1)     -s24l_int        Signed 24-Bit Picayune-Endian Interleaved     -xboxadpcm       Xbox ADPCM (iii.5:1)      -noprogress      Practise not brandish progress bars     -rawc<channels>  Specify RAW input channels (default one)     -raws<rate>      Specify RAW samplerate (default 22050 Hz.)     -split           Split multi-channel into multiple single-channel files     -onetomany       Break multi-chemical element files into individual files     -mixc<0-5>       Convert due north channels to mono past dropping other channels     -element<offset> Adapt destination element positions by this offset     -notruncate      Don't remove samples after loop (default truncates)     -det<cents>      Specify new detune in cents for playback (default is 0)     -br<semitones>   Specify bend range for playback (default is 0)     -vol<-128-127>   Specify volume for playback (default is 127)     -rd<cents>       Specify random detune range in cents (default is 0)     -mrd<cents>      Specify master random detune range in cents (default is 0)     -rv<0-127>       Specify random volume range for playback (default is 0)     -pan<0-127>      Specify pan offset (default is 64)     -rp<0-127>       Specify random pan offset range (default is 0)     -fps<0.ane-120.0>  Specify chunk rate for stream (default is 15.0)     -renv<-one-127>    Specify release envelope (default is -i)     -envi<0-127>     Specify initial envelope volume (default is 127)     -env<dur,vol[,dur,vol,...]> Specify playback envelope as a series of                                 segments, each with a elapsing and volume.                                 duration is in i/100ths of a 2d and book                                 ranges from 0..127     -az<0..65535[,...]>         Specify directional azimuths for each channel.                                 First azimuth listed corresponds to the lowest                                 channel. An azimuth of 0 would be direct                                 alee, 16384 would be directly to the correct.     -loops<sample>             The loop showtime value sets which sample the loop section begins on.                 "sample" - Specify the sample to begin the loop section, -1                  indicates no loop start indicate. Allowable range is -1 ..                  2147483647.     -loope<sample>             The loop end value sets which sample the loop department ends on.                 "sample" - Specify the sample to end the loop section, -1                  indicates no loop end point. Allowable range is -ane ..                  2147483647.     -ifnoloops<sample>             The loop first is fix to the value given, if there isn't one              currently in the file.  -ane means no loop showtime point.                 "sample" - Specify the sample to begin the loop section, -1                  means no loop showtime point Commanded range is -ane .. 2147483647.     -ifnoloope<sample>             The loop stop is ready to the value given, if there isn't one              currently in the file.  -1 means no loop terminate point                 "sample" - Specify the sample to end the loop section, -i means                 no loop end bespeak. Allowable range is -1 .. 2147483647.     -cbr<bitrate>             The constant bit rate is used to set the level of compression.                 "bitrate" - Specify in bits per 2nd. Allowable range is 8000                 .. 640000.     -vbr<quality>             The variable bitrate quality is used to set the level of              compression.                 "quality" - Specify compression quality, 0 = highest                  compression (bad sound quality), 100 = lowest compression (good                 sound quality) Allowable range is 0 .. 100.     -playloc<location>             The play-back location determines what system a sound will be              played from.                 "location" - Location can be one of 'default', 'spu',                  'maincpu', 'iopcpu', 'ds2dhw', 'ds3dhw', or 'dsp'.     -playflag<flag>             The play-dorsum location flag determines what system a sound will be              played from.                 "flag" - Flag can exist one of 'default', 'static', or 'dynamic'.     -spatialize<method>             The spatialization over-ride allows forcing of a audio to play with             pan, dolby, or DS3D.                 "method" - Method tin be ane of 'default', 'pan', 'dolby', or                  'ds3d'.     -priority<value>             Set priority for phonation resource allotment.                 "value" - Specify priority for playback (default is 0, 100 is                  highest). Allowable range is 0 .. 100.     -fxzero<level>             Prepare level for outcome bus 0.                 "level" - Specify effect level for bus 0 (default is 0).                  Commanded range is 0 .. 127.     -embeduser<information>             Attach user data to a sample.                 "information" - Specify user information to attach to sample. Specify equally a                  file proper name.     -embedts<window>             Generate and embed additional data needed to perform run-fourth dimension time              stretch.                 "window" - Window size to use to correlate sample data,                  specified in microseconds. 9000 is a practiced default. Commanded                  range is chiliad .. 100000.     -rs<rate>             Resample to a new rate.                 "rate" - Specified as new sample rate in Hertz. Commanded range                 is 400 .. 96000.     -dstofit<frames>             Ensure sample uses no more than Due north frames by reducing sample rate              until information technology fits.                 "frames" - Specify maximum corporeality of frames allowable in                  sample. Commanded range is 1 .. 2147483647.     -alignloop<alignment>             Resample and insert silence to line loop points upward to alignment              restrictions.                 "alignment" - Specify the alignment restriction. Allowable                  range is 2 .. 1024.     -padloop<padding>             Extend and/or replace samples later on loop terminate point with the samples             that begin at the loop outset point.                 "padding" - Specify the amount of samples to pad out after the                  loop end betoken. Allowable range is 0 .. 2147483647.     -sa<amplitude>             Scale amplitude of sample.                 "amplitude" - Specified as percentage of original volume.                  Allowable Range is -10000.0 .. 10000.0.     -fadein<time>             Utilize linear fade-in to sample.                 "time" - Specified as milliseconds into sample to attain full                  amplitude. Allowable range is 0 .. 2147483647.     -fadeout<time>             Apply linear fade-out to sample.                 "time" - Specified as milliseconds to cease of sample to begin                  fade to nil amplitude. Allowable range is 0 .. 2147483647.     -ingather<startframe,frames>             Crop a section of a sample.                 "startframe" - Specify frame to begin crop at. Negative values                  insert silence at start of crop. Commanded range is -2147483648                 .. 2147483647.                 "frames" - Specify number of frames to crop. Specifying past                  original sample volition insert silence at cease of crop. Allowable                  range is ane .. 2147483647.     -mixall             Mix all channels in a sample down to mono.     -copychan<source,destination>             Re-create source aqueduct sample information to destination aqueduct.                 "source" - Source channel to re-create (channels start at 0).                  Allowable range is 0 .. 5.                 "destination" - Destination channel to copy to (channels start                  at 0). Commanded range is 0 .. five.     -cutchan<source>             Cutting source aqueduct sample data out of sample.                 "source" - Source channel to cut (channels outset at 0).                  Allowable range is 0 .. 5.     -misconstrue<amount>             Distorts the point by clipping high amplitudes.                 "amount" - Specify corporeality of distortion (0 is least                  baloney). Commanded range is 0 .. 32767.     -reverb<preset,level>             Employ given reverb blazon to sample.                 "preset" - Specify reverb preset. Commanded range is 0 .. 0.                 "level" - Specify reverb level. Allowable range is 0 .. 127.     -resampfilter<filter>             Resample to a new rate using a filter profile.                 "filter" - Specify filter profile to use to perform resample.                  Specify every bit a file proper noun.  SX currently supports the following formats for importing:     - Apple AIFF/AIFC     - Microsoft Wave     - CD-ROM XA     - Sony VAG     - RAW (no header)     - EAC N64/AIFF hybrid     - SND PC bank     - SND PC patch     - SND PC stream     - SND PSX banking concern     - SND PSX patch     - SND PSX stream     - SND N64 bank     - SND N64 patch     - SND MAC banking concern     - SND MAC stream     - SND PS2 bank     - SND PS2 stream     - SND GC bank     - SND GC stream     - SND XBOX bank     - SND XBOX stream     - Quicktime Moving picture     - MPEG      &<file>       'with' file, containing a list of options and files     -.ext         specifies output file extension     -=<proper noun>      specifies output file proper name     -v0           no console output     -v1           prints source file name and errors     -v2           condition line for each file (default)     -v3           additional info  Example:     Convert AIFF format audio.aif into pc stream format audio.asf.      > sx -pcstream audio.aif -=audio.asf        

Unused Areas

Ch7Gryffindor.unr

To do:
Find details on Coca-cola promotion thiis level was made for.

An entire challenge stage that goes unused. Its warp is behind a locked door in the Gryffindor common room. It can be accessed via gratuitous camera/ghost fashion or by choosing it in the level select. Alternately, the level can exist enabled past creating a file in the System folder named ABC.int with the following contents:

[LevelEnable] Enable=True        

Playable Flight Ford Level

While there is no actual level built for it, at that place is plenty evidence to affirm that a level with the flight Ford Anglia was scrapped early on. Based on this script, the automobile "character" had these characteristics:

  • The car controlled pretty closely like Harry in Quidditch matches albeit a little faster.
  • The machine made sounds for swift and tight turns and twists simply like the broomstick (the sounds used are placeholders).
  • The car could striking walls or obstacles approaching at high speeds.
  • The automobile had a health bar and lost wellness if information technology hit an obstacle (withal it had invincibility frames).
  • In that location is a timer function, though it is empty and could be related to anything.
  • The automobile was supposed to have a boost, though how information technology could have been implemented and how much it would've helped is unknown since the base speed and the boost speed weren't changed (but the auto went at 800 units of speed compared to Harry who runs at 100 units of speed).

There is another script that contains information on the level:

  • Yous were supposed to avoid muggles.
  • There were multiple triggers for dissimilar zones of danger consisting of "Safe", "Town", "Wind", "Lightning" and "Airplane" (Airplane only is used in the Flying Car cutscene). They had diverse effects on the car'south movements and status.
  • There was a muggle meter and some icons representing a certain level of stealth (see icons beneath) that indicated how close you were to getting "caught", but in that location is no actual lawmaking for information technology, only values. It tin exist logically assumed that the meter would become upward quicker higher up the "Town" zones.
  • At that place is a chip of code concerning random dialogue. Peradventure Ron and Harry could've shared helpful hints or shouted even more.

Startup.unr

This is a base of operations map used as a starting bespeak for developers. It'southward the Unreal Engine equivalent of a blank certificate. The texture changes depending on what each game's default texture is set up to. For Chamber of Secrets, this would exist the blueish guideline texture.

HP2 Startup.png

Entry.unr

Another Unreal Engine "blank document". It's a simple box textured with a 2nd tier default texture. For Chamber of Secrets, this is i of many base wall textures created for Hogwarts.

HP2-Entry.png

Small Chasm

A small area exists underneath the dungeons, which was built as part of a puzzle to get a Wizard Card. A platform drops partway into the expanse, leaving the residue unused and inaccessible.

HP2-Unused-Chasm.png

The Fat Lady'southward Room

The Fatty Lady's portrait is static when looking at it. However, when Harry approaches the portrait, the camera cuts to a shut-upward of her 3D model. Her unabridged model and backdrop are in a small-scale room higher up the actual door to the Gryffindor Common Room.

HP2-Fat-Lady-Room.png

Hagrid'southward Hut

A chip like in the previous game, the interior of Hargid'due south hut is modeled under the map in the Hogwarts Grounds, however in this game yous never actually go in the hut.

HPCoS-HagridHut.PNG

Unused Graphics

To do:
There are probably more scattered through the files. The game is not consistent about the location of its textures.

Texture Guides

The texture guides from the previous game brand a comeback.

HP2 FF RedGuide.png HP2 greenguide.png HP2 FF BlueGuideEH.png

Examination Level Image

New, however, is this placeholder image, which can be establish under the proper name testl in the HP2_Master.utx texture annal.

HP2 testl.png

In the fittingly titled OLD_Textures folder there are several texture athenaeum containing various outdated avails. Most notable is a folder with a previous version of the HUD, which has some interesting elements.

Items and Bosses

Cards, Page and Wellness

It seems that each card category had a slider to signal the progress to the adjacent upgrade instead of just collecting 10 of each. The gold card sliders seems to indicate that they would've also given some sort of upgrade to the player.

House Points, Quidditch and Vendors

Duels

In this version of the HUD, in that location is a magic strength gauge with a slider. You tin charge a spell in the game, but the simply indicator is the growing spell effect.

Most of these icons await completely different and were probably redrawn for clarity. In that location is an unknown Lion Menu pick.

HPBasic

This annal contains lots of the base textures from the final game, so of class some of them became unused.

HPCoS-BannerMoon.png HPCoS-BannerStar.png HPCoS-cup banner.png

HPCoS-podium Gryffindor.png HPCoS-podium Hufflepuff.png HPCoS-podium Ravenclaw.png HPCoS-podium Slytherin.png

HPEdit Icons

These icons are nigh identical to the ones found in the first game.

HGame.u Icons

The archive hgame.u adds a few more icons to the mix.

HP_Logo.utx

An unused hourglass texture. This would most likely be used if yous could non skip a cutscene. In the terminal game, nothing is shown if you try to skip a cutscene that must be played.

(Source: DmBd-R)

Sorcerer'due south Stone Leftover Graphics

To practice:
There are still TONS of textures from Magician's Stone alone. Brand sure we take all unused textures from the "One-time Textures" folder.

The same archive also contains a few leftovers from the first game.

HP2 HPLogoTexture.png HP2 EnemyBarEmpty 1.png HP2 EnemyBarFull 1.png HP2 PeevesHead 1.png

CVResearch

In the Old_Textures subfolder, in that location is an archive containing many textures refering to an former version of the previous game.

HPCoS-bw2.png HPCoS-GOLDFOIL.png

HPCoS-spellshapecv.png HPCoS-startcv.png

HPCoS-logo1.png HPCoS-logo2.png HPCoS-logo3.png

HP_Logo.utx

This file contains four chunks of a leftover Sorcerer's Stone logo.


This is what the logo looks like when put together:

(Source: DmBd-R)

HPParticle.u

Hp2leftoverMusicNoteSS.png

A leftover particle texture from Sorcerer's Rock. It was used while playing the flute for Fluffy.

Unused Save Thumbnails

In the "Thumbnails" folder in the "Organisation" binder, there are a few unused save thumbnails.

(Source: DmBd-R)

Unused Animations

There are a lot of animations left unused in the files. Surprisingly, in that location aren't that much leftovers from the previous game.

(Source: Laenthor)

Unused Models

To practise:
In that location's probably a lot more to find. Bank check if all of the brittle vases are used.

Some of these are from the start game, some are only exam models.

Magician'southward Stone Leftover Models

DirectionCameraMesh

HP2-DirectionCameraMesh.PNG

Never meant to be seen, but probably used in debugging to visually correspond the real photographic camera's position.

skBedGryffindorMesh

Harry-Potter-Sorcerer-Windows-Gryffindor-Bed.png

Probably would've been found in the Gryffindor mutual rooms, but the dormitory rooms never open (ane fifty-fifty has an unused bonus challenge load zone behind it).

skTelescopeMesh

Harry-Potter-Sorcerer-Windows-Telescope.png

A giant telescope that likewise went unused in the get-go game.

skBugCaveMesh

Harry-Potter-Sorcerer-Windows-Cave-Bug.png

This low-textured insect was also unused in the first game.

skFoodPeevesAppleMesh

HP2-SkFoodPeevesAppleMesh.PNG

skFoodPeevesSpoonMesh

Harry-Potter-Sorcerer-Windows-Peeves-Spoon.png

skDishesPeevesSpoonMesh

Harry-Potter-Sorcerer-Windows-Peeves-Pot.png

skBooksPeevesThrowMesh

Harry-Potter-Sorcerer-Windows-Peeves-Book.png

Leftover items from the start game. Filenames suggests that Peeves was supposed to throw different items at yous in the skurge challenge, but he simply throws ectoplasm balls in the final version.

skChristmasTreeMesh

HP2-SkChristmasTreeMesh.PNG

skChristmasOrnamentBirdMesh

Harry-Potter-Sorcerer-Windows-Ornament-Bird.png

skChristmasOrnamentBallMesh

Harry-Potter-Sorcerer-Windows-Ornament-Ball.png

Lovely Christmas decorations. An ornament star is besides unused, but it uses the same model as the challenge stars so it is non included hither.

skdevilplantMesh

HP2 skdevilplantMesh.PNG

The Devil'south Snare from the showtime game is here for some reason.

Miscellaneous

skCutsceneMarkerMesh

HP2-SkCutSceneMarkerMesh.PNG

Never meant to be seen in-game. Used to mark cutscene triggers while debugging, but stored and visible in the Basilisk dominate fight role player room in the game, though it obviously notwithstanding tin can't be seen by normal means. It may be stored in other actor rooms as well.

WizardCardIconMesh (with unused WizardCardIconTex0 texture)

HP2-SkWizardCardIconMesh.PNG

A literal placeholder texture for the carte du jour collectibles.

skTitleTestMesh

HP2-SkTitleTestMesh.PNG

An early on version of the floating title in the kickoff cutscene. The font is a bit different and the texture is completely different from the final.

skSpellBallMesh

HP2-SkSpellBallMesh.PNG

This elementary sphere uses a jelly bean texture by default, but its filename suggests information technology might've had multiple textures and used every bit a spell.

skQuidditchBludgerMesh

HP2-SkQuidditchBludgerMesh.PNG

Just similar in the last game, the bludgers accept a visual effect to distort them so y'all never really see the model.

skBroomHoopMesh

HP2-SkBroomHoopMesh.PNG

Filename suggests the Quidditch hoops, but why does information technology have a default non-transparent texture?

Unused Music

To do:
Upload the music that isn't used here, just is on GameCube/PS2/Xbox versions.

This appears to be part of the E3 song, meant to be played within the Chamber of Secrets itself only to exist cut off later on the horns stop. This is used in the PS1 version.

A looped version of the orchestrated Happy Hogwarts song, which technically only goes used on the panel versions.

This is very likely the song heard at E3, or the demo normally seen in the console versions when you press Start to brainstorm.

A part of the Flying music track, during the actual Quidditch match only the Boost track is used and makes a clicking noise at the beginning.

The Snitch horn, intended for when catching the Snitch and ending the Quidditch match. It is used on the panel versions.

Likely intended for learning spells by picking up their respective spellbooks, this is just the example in the console versions. This track too plays when finding the Marauder's Map in Prisoner of Azkaban .

This track is used when Harry transforms into Goyle for the kickoff time, simply it fades in effectually 0:23 and does not loop, leaving the beginning unused.

A leftover from Sorcerer's Stone. The quality is noticeably low.

Some other leftover from Magician's Stone. This song isn't used in the PC version, just is in the panel versions.

Windows Game Boy Color

A song called "GambolJapesLoop", as well known as "Flitwick's Boogaloo" in the Game Boy Color version of the game. This is used as the level music in the unused (you need to cheat in lodge to admission it) Gryffindor's Challenge. This vocal can exist quietly heard in Gambol & Japes' shop in the GameCube/PS2/Xbox version.

Unused Text

Version.txt

A slightly longer version number than the one that appears on the pause card in debug mode.

HPCos_021009_1205-1        

WS_FTP.LOG

Present in the Sounds folder is a log from a WS_FTP LE client. Apparently, the packet containing all the game'due south dialogue was uploaded to a (now defunct) subdomain on Electronic Arts' website. This file is simply present in the The states version of the game.

102.09.26 16:xviii B D:\LangSpecific\USA\Sounds\AllDialog.USA_uax --> troff.ea.com /CoS - HPPC/Soundfiles AllDialog.USA_uax        

Debug Text

Every time you find a secret area in the game (done by walking into the actual undercover expanse and over a special trigger at the entrance that plays the "Secret Area Establish" sound and adds to the counter for them), the panel displays a silly message.

Secret Expanse Found! Oh most glorious delight and joy!!!

There'due south another fiddling jewel establish in the console that can be viewed subsequently the Charms class cutscene. If you watch the text, you tin meet "cues" existence given to the unlike NPCs and objects as if they were actors in a pic. Among these is a "WaitFor" cue. One of these shows up that seems to tell someone/thing to await until Flitwick is done talking about the Chamber of Secrets:

WaitFor: FlitDoneWithHisCrap

When Harry dies, this pops into the console:

argghhh I'grand Expressionless!!!!

And when he gets hit, this appears:

argghhh I'm Hit!!!!

Regional Differences

To do:
Probably a lot more than. At the very least there'due south the Stephen Fry/Jim Dale and Fat Lady/Pinkish Lady stuff to document.

Subtitles

The international versions store subtitles in hpdialog.int. The US version also has this file, but reads its subtitles from HpDialog.u.s. instead, a file which is not present in the international versions. Most of the differences between the ii are minor changes in spelling to fit British or American English, but there are some wording changes equally well - non all of these changes are actually reflected in the audio files. Some subtitles were changed for the lines that aren't really used in the game.

International United states of america
Yous know, Goyle, I suppose Dumbledore'south trying to hush up all these attacks. He'll exist sacked if they don't stop presently. You know, Goyle, I suppose Dumbledore'southward trying to hush up all these attacks. He'll exist fired if they don't stop before long
Alright, Mr. Potter, that'due south quite enough for today. All correct, Mr. Potter, that's quite plenty for today.
It's based on Bertie Bott's Every Flavour Beans. It's based on Bertie Bott'due south Every Flavor Beans.
I once subdued a Hungarian Horntail with cypher only a sulphur flavoured Bertie Bott's Every Flavour Beans. I once subdued a Hungarian Horntail with nothing simply sulfur flavored Bertie Bott's Every Flavor Beans.
Cream puff is my favourite flavoured edible bean. Foam puff is my favorite flavored bean.
I cannot go over how generous I am with Bertie Bott's Every Flavour Beans! I cannot get over how generous I am with Bertie Bott'southward Every Flavor Beans!
Now, how about a turn in the spell practise arena? Now, how nearly a turn in the spell practise arena?
Welcome to Defence Against the Night Arts! My fame makes an introduction unnecessary, just I'll delight y'all with one anyway. Welcome to Defense Against the Dark Arts! My fame makes an introduction unnecessary, only I'll please you with one anyway.
Today nosotros shall be learning the Rictusempra spell. Today we shall exist learning the Rictusempra dueling spell.
Alright, Harry, I believe you lot take washed enough. All right, Harry, I believe you lot have done enough.
I take great pleasure in announcing that I will be taking up the mail service of Defense Against the Dark Arts instructor at Hogwarts! I accept great pleasance in announcing that I will be taking upwardly the post of Defence Against the Dark Arts instructor at Hogwarts!
All duellists must wager Bertie Bott's beans earlier inbound. The more difficult the duel, the more beans must exist wagered. All duelists must wager Bertie Botts beans before entering. The more difficult the duel, the more beans must exist wagered.
In Wizard Duelling the object of the exercise is to incapacitate your opponent. In Magician Dueling the object of the practise is to incapacitate your opponent.
I started Duelling Club to train y'all to defend yourselves. Duelling Social club meets every 24-hour interval in the antechamber just outside the Great Hall. I started Dueling Club to train you to defend yourselves. Dueling Social club meets every day in the antechamber merely outside the Dandy Hall.
At that place are three spells y'all may employ in duelling: There are three spells you lot may use in dueling:
A pledge of Bertie Bott's Every Flavoured Beans is required to duel. The victor wins the opponent's beans. A pledge of Bertie Bott's Every Flavored Beans is required to duel. The victor wins the opponent's beans.
...has informed me that he knows a tiny bit about duelling and has graciously agreed to monitor the duels. ...has informed me that he knows a tiny bit about dueling and has graciously agreed to monitor the duels.
Welcome dorsum to your favourite class, Gryffindor students! Welcome back to your favorite class, Gryffindor students!
Alright, Harry, fourth dimension to move along. All right, Harry, time to move along.
Were those the Gryffindor colours I just saw? Were those the Gryffindor colors I just saw?
Right here, I accept Flobberworm Mucous. Sold some but like it to mum. Right hither, I take flobberworm mucous. Sold some just like it to Mom.
I have Quidditch Armour, just like the Chudley Cannons article of clothing. I have Quidditch Armor, simply like the Chudley Cannons wear.
Alright! Only you'll regret information technology later! All right! Just y'all'll regret it later!
Alright, I'g comin'. All correct, I'm comin'.
We'd need to sneak inside the Slytherin common room and ask Malfoy a few questions without him realising information technology's us. We'd need to sneak within the Slytherin mutual room and inquire Malfoy a few questions without him realizing it's us.
We could change Harry into a Slytherin. No one would realise it was really Harry. Nosotros could change Harry into a Slytherin. No 1 would realize it was really Harry.
Information technology'southward time for our Defence Against the Dark Arts lesson with Professor Lockhart. It's time for our Defence Against the Dark Arts lesson with Professor Lockhart.
Defence Confronting the Night Arts on the Third Flooring. Follow the states! Defence force Against The Nighttime Arts on the Tertiary Floor. Follow us!
Hurry, Harry! It's time for our Defence force Against Dark Arts class! Hurry, Harry! It's time for our Defence force Against Dark Arts class!
Here's the Groovy Hall, site of ceremonies and duelling! Here'due south the Nifty Hall, site of ceremonies and dueling!
Here'due south the Defense Against the Nighttime Arts Classroom. Hither'south the Defense Against the Dark Arts Classroom.
I'm supposed to go to my Defence Against the Dark Arts grade on the Third Flooring. I'm supposed to become to my Defence force Against the Nighttime Arts class on the 3rd Floor.
Finally, in that location's the Portrait of the Fat Lady. Give her the password and permit's go to bed. Finally, there'south the Portrait of the Pink Lady. Give her the password and let'south go to bed.
It's alright. Riddle's finished. C'mon, Ginny, allow's become out of hither. Information technology's all right. Riddle'south finished. C'mon, Ginny, let'south become out of hither.
Those are Bertie Bott'due south Every Flavour Beans. I should collect as many as I can, they'll come in handy after. Those are Bertie Botts Every Flavor Beans. I should collect as many as I can, they'll come in handy later.
They flew him to their home, the Burrow, where Harry spent the rest of the summer, before travelling by Floo powder to Diagon Alley... They flew him to their home, the Couch, where Harry spent the balance of the summer, earlier traveling past Floo powder to Diagon Alley...
Defence Against the Dark Arts classes were cancelled and Lucius Malfoy had been sacked as a school governor. Defense Against the Nighttime Arts classes were cancelled and Lucius Malfoy had been fired as a schoolhouse governor.
Make sure y'all salve some of that energy for exercise, Harry! Make sure you save some of that free energy for practise, Harry!
Proceed running, Harry! It'll get you lot warmed up for Quidditch Practise! Proceed running, Harry! Information technology'll get you warmed up for Quidditch Practise!
Fourth dimension for Quidditch Practice, Harry. None of the other teams have started training yet, so we'll accept a good head commencement! Time for Quidditch Practise, Harry. None of the other teams have started training yet, so we'll accept a good head starting time!
Alright Harry, style to go! All right Harry, mode to go!
I approximate they're doing alright downward there... I guess they're doing all right downwards in that location...
Quidditch Armour will assist soften blows during the friction match. Quidditch Armor will assist soften blows during the match.
Harry! Defence Against the Nighttime Arts is upwardly here! Harry! Defense Against the Night Arts is up here!
I've heard there's a massive amount of Bertie Bott'south Every Flavour Beans in there! I've heard there's a massive corporeality of Bertie Bott's Every Flavor Beans in there!
Alright, Mr. Potter, I retrieve you've done enough for today. All right, Mr. Potter, I think you've done enough for today.
It'south alright, c'mon out... there ya go... It's all right, c'monday out... there ya go...

Harry Potter and the Chamber of Secrets Game Download Mac UPDATED Free

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