The spelling of Stephanie Hjertager's name was also corrected.ĮA Sound Team - Additional Sound Design and Dialogue Editing
Ian Rodia was added to the Sound Design credits.Īlphabetized, as well as adding credits for Yujin Kiem, Scott Peter, and the Foundation. The game's credits, contained in hpcredits.int, have a number of differences between the prototype and the final.Ī large amount of the credits was changed to be alphabetized by last name. The music is slightly different, a dialog line is broken, camera angles in cutscenes are different, one of the root keeps going up and down during the cutscene Ron gets freed, the walls opacity doesn't change correctly after casting Lumos by the stairs and Rons patrol points are not programmed correctly towards the end of the level. This map has small roots that attack you by the Whomping Willow as well as the big ones, the small roots were removed in the final game. Levels are automatically saved when first loaded.No sound is played when a card comes out of a chest or is picked up.More wiggentree bark and flobberworm mucus by potion cauldrons than in the final game.More save books spread throughout levels and some in different places than the final game.Chocolate frogs jump further away from you than in the final game.Beans come out of chests all at once, like in HP1, instead of coming out one at a time.Harry has two voices (the temp and final voice actor).Levels that are in the final game but are different in the proto. The menu on the right shows the HP1 style dialog box was used when pressing Exit or Esc to quit. Clicking on an option loads the appropriate map while the start button still does nothing.
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This menu is commented out within the code so is not shown by default in the proto but can be shown by uncommenting the code. This shows the old dev menu when first running the game. The debug menus are mostly the same as in the final game except the bookmarks menu which works in the proto with different bookmarks for each level. There is an option to toggle 3D sound hardware. Just like the video options, the sound options open in another window. There are also options to run the game in windowed mode and a toggle for 3D hardware acceleration graphic cards. The video options open in another window in the prototype. There's also an arrow (<) on the back button. In the prototype, the save file icons were supposed to be dynamically taken at a save book. There are also no sounds at all when a button is clicked. The differences are subtle, but in the prototype, the logo is off-center, the background is slightly different and the instructions at the bottom are in a white box. The artwork resembles more of the previous game's style. The default button for drinking a potion is also set to Q instead of SpaceBar. Moving while casting was also a selectable option, but there is no input option for the map, skipping cutscenes and the quidditch action button. In the prototype build, there is a difficulty selection and the default is set on easy (normal in the final game but can't be changed unless debug mode is active). The final game also completely hides the paused gameplay with a static background. The second owl at the bottom left is for the credits, available as well in the final game when debug mode is activated. The menu functions exactly the same in the prototype. The most notable difference is that the HUD was completely remade between this build and the final game. 5.3 00020FlyingFordEnd & 00030WhompCrashĭialog voice clips cut from the final game.