End Of File: Prototype() Mac OS

broken image


PROTIP: This command is useful to see the lastest entries appended to the end of a large log file. Expose spaces at end of lines by showing at end of every line $ end-of-line characters that are otherwise not shown. For example, in a file on every macOS: cat -vet /etc/hosts Edit the hosts file on a Mac using the Atom text editor: atom /etc/hosts. I just need to know how to search (within Finder vs Terminal, if possible) for all file names within a specific folder, which begin or end with a space or a period. For example:' file.jpg' (begins with a space) 'file.jpg' (ends with a space) 'file.jpg' (ends with a period. Additionally, finding a file name with the characters. or ' in it. The Apple Filing Protocol (AFP), formerly AppleTalk Filing Protocol, is a proprietary network protocol, and part of the Apple File Service (AFS), that offers file services for macOS and the classic Mac OS.In Mac OS 9 and earlier, AFP was the primary protocol for file services. The protocol was deprecated starting in OS X 10.9 Mavericks, and AFP Server support was removed in macOS 11 Big Sur.

The Terminal app allows you to control your Mac using a command prompt. Why would you want to do that? Well, perhaps because you're used to working on a command line in a Unix-based system and prefer to work that way. Terminal is a Mac command line interface. There are several advantages to using Terminal to accomplish some tasks — it's usually quicker, for example. In order to use it, however, you'll need to get to grips with its basic commands and functions. Once you've done that, you can dig deeper and learn more commands and use your Mac's command prompt for more complex, as well as some fun, tasks.

Curated Mac apps that keep your Mac's performance under control. Avoid Terminal commands, avoid trouble.

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How to open Terminal on Mac

The Terminal app is in the Utilities folder in Applications. To open it, either open your Applications folder, then open Utilities and double-click on Terminal, or press Command - spacebar to launch Spotlight and type 'Terminal,' then double-click the search result.

You'll see a small window with a white background open on your desktop. In the title bar are your username, the word 'bash' and the dimensions of the window in pixels. Bash stands for 'Bourne again shell'. There are a number of different shells that can run Unix commands, and on the Mac Bash is the one used by Terminal.

If you want to make the window bigger, click on the bottom right corner and drag it outwards. If you don't like the black text on a white background, go to the Shell menu, choose New Window and select from the options in the list.

Vim recognizes three file formats (unix, dos, mac) that determine what line ending characters (line terminators) are removed from each line when a file is read, or are added to each line when a file is written. A file format problem can display ^M characters, or can prevent scripts from running correctly. This tip explains how to avoid problems, and how to convert from one file format to.

If Terminal feels complicated or you have issues with the set-up, let us tell you right away that there are alternatives. MacPilot allows to get access to over 1,200 macOS features without memorizing any commands. Basically, a third-party Terminal for Mac that acts like Finder.

For Mac monitoring features, try iStat Menus. The app collects data like CPU load, disk activity, network usage, and more — all of which accessible from your menu bar.

Basic Mac commands in Terminal

Mac os files

The quickest way to get to know Terminal and understand how it works is to start using it. But before we do that, it's worth spending a little time getting to know how commands work. To run a command, you just type it at the cursor and hit Return to execute.

Every command is made up of three elements: the command itself, an argument which tells the command what resource it should operate on, and an option that modifies the output. So, for example, to move a file from one folder to another on your Mac, you'd use the move command 'mv' and then type the location of the file you want to move, including the file name and the location where you want to move it to.

Let's try it.

  1. Type cd ~/Documentsthen and press Return to navigate to your Home folder.

  2. Type lsthen Return (you type Return after every command).

You should now see a list of all the files in your Documents folder — ls is the command for listing files.

To see a list of all the commands available in Terminal, hold down the Escape key and then press y when you see a question asking if you want to see all the possibilities. To see more commands, press Return.

Unix has its own built-in manual. So, to learn more about a command type man [name of command], where 'command' is the name of the command you want find out more about.

Terminal rules

There are a few things you need to bear in mind when you're typing commands in Terminal, or any other command-line tool. Firstly, every character matters, including spaces. So when you're copying a command you see here, make sure you include the spaces and that characters are in the correct case.

You can't use a mouse or trackpad in Terminal, but you can navigate using the arrow keys. If you want to re-run a command, tap the up arrow key until you reach it, then press Return. To interrupt a command that's already running, type Control-C.

Commands are always executed in the current location. So, if you don't specify a location in the command, it will run wherever you last moved to or where the last command was run. Use the cdcommand, followed by a directory path, like in Step 1 above, to specify the folder where you want a command to run.

There is another way to specify a location: go to the Finder, navigate to the file or folder you want and drag it onto the Terminal window, with the cursor at the point where you would have typed the path.

Here's another example. This time, we'll create a new folder inside your Documents directory and call it 'TerminalTest.'

  1. Open a Finder window and navigate to your Documents folder.

  2. Type cd and drag the Documents folder onto the Terminal window.

  3. Now, type mkdir 'TerminalTest'

Go back to the Finder, open Text Edit and create a new file called 'TerminalTestFile.rtf'. Now save it to the TerminalTest folder in your Documents folder.

In the Terminal window, type cd ~/Documents/TerminalTest then Return. Now type lsand you should see 'TerminalTestFile' listed.

To change the name of the file, type this, pressing Return after every step:

  1. cd~/Documents/Terminal Test

  2. mv TerminalTestFile TerminalTestFile2.rtf

That will change the name of the file to 'TerminalTestFile2'. You can, of course, use any name you like. The mv command means 'move' and you can also use it to move files from one directory to another. In that case, you'd keep the file names the same, but specify another directory before typing the the second instance of the name, like this:

mv ~/Documents/TerminalTest TerminalTestFile.rtf ~/Documents/TerminalTest2 TerminalTestFile.rtf

More advanced Terminal commands

Terminal can be used for all sorts of different tasks. Some of them can be performed in the Finder, but are quicker in Terminal. Others access deep-rooted parts of macOS that aren't accessible from the Finder without specialist applications. Here are a few examples.

Copy files from one folder to another

Mac Os File Structure

  1. In a Terminal window, type ditto [folder 1] [folder 1] where 'folder 1' is the folder that hosts the files and 'folder 2' is the folder you want to move them to.

  2. To see the files being copied in the Terminal window, type -v after the command.

Download files from the internet

You'll need the URL of the file you want to download in order to use Terminal for this.

  1. cd ~/Downloads/

  2. curl -O [URL of file you want to download]

If you want to download the file to a directory other than your Downloads folder, replace ~/Downloads/ with the path to that folder, or drag it onto the Terminal window after you type the cd command.

Change the default location for screenshots

If you don't want macOS to save screenshots to your Desktop when you press Command-Shift-3, you can change the default location in Terminal

  1. defaults write com.apple.screencapture location [path to folder where you want screenshots to be saved]

  2. Hit Return

  3. killall SystemUIServer

  4. Hit Return

Change the default file type for screenshots

By default, macOS saves screenshots as .png files. To change that to .jpg, do this:

  1. defaults write com.apple.screencapture type JPG

  2. Press Return

  3. killall SystemUIServer

  4. Press Return

Delete all files in a folder

The command used to delete, or remove, files in Terminal is rm. So, for example, if you wanted to remove a file in your Documents folder named 'oldfile.rtf' you'd use cd ~/Documents to go to your Documents folder then to delete the file. As it stands, that will delete the file without further intervention from you. If you want to confirm the file to be deleted, use -i as in rm -i oldfile.rtf

To delete all the files and sub-folders in a directory named 'oldfolder', the command is rm -R oldfolder and to confirm each file should be deleted, rm -iR oldfolder

Just because you can use Terminal to delete files on your Mac, doesn't mean you should. It's a relatively blunt instrument, deleting only those files and folders you specify.

Another way to free up space

If your goal in removing files or folders is to free up space on your Mac, or to remove junk files that are causing your Mac to run slowly, it's far better to use an app designed for the purpose. CleanMyMac X is one such app.

It will scan your Mac for files and recommend which ones you can delete safely, as well as telling you how much space you'll save. And once you've decided which files to delete, you can get rid of them in a click. You can download CleanMyMac here.

As you can see, while Terminal may look scary and seem like it's difficult to use, it really isn't. The key is learning a few commands, such as those we've outlined above, and getting to know the syntax for those commands.

However, you should be careful when using Terminal, it's a powerful tool that has deep access to your Mac's system files. Check commands by googling them if you're not sure what they do. And if you need to delete files to save space, use an app like CleanMyMac X to do it. It's much safer!

We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

This page details one or more prototype versions of Harry Potter and the Chamber of Secrets (Windows, Mac OS Classic, Mac OS X).

Harry Potter and the Chamber of Secrets prototype is a rather unfinished build of the game, even though the build date is September 6th 2002, which is about two months before the final release. There are a lot of softlocking cutscenes, many voice clips are missing or are placed wrong, the HUD is completely different and of course there are lots of graphics, music and maps that are either completely different or absent from the final game. Pressing 'Start' doesn't actually start the game, instead you have to select a level from the debug menu. The proto also includes the original Unreal Editor the developers used.

This article is a work in progress.
..Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
To do:
Check EVERYTHING, there is a lot in here: maps, music, sounds, tools, scripts, cutscenes, etc.
  • 2Interface and Menus
  • 3Original Final Game Levels
  • 4Unused Levels
  • 5Cutscenes
  • 10Developer Tools

Sub-Pages

Unused Dialog
Dialog voice clips cut from the final game.

Interface and Menus

Main Menu

The most notable difference is that the HUD was completely remade between this build and the final game.

Prototype
Final

The menu functions exactly the same in the prototype. The second owl at the bottom left is for the credits, available as well in the final game when debug mode is activated. The final game also completely hides the paused gameplay with a static background. There is also no music.

Prototype
Final

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). Moving while casting was also a selectable option, but there is no input option for the map, skipping cutscenes and the quidditch action button. The default button for drinking a potion is also set to Q instead of SpaceBar.

Prototype
Final

The artwork resembles more of the previous game's style.

Pre-Load Menu

Prototype
Final

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. There are also no sounds at all when a button is clicked.

Prototype
Final

In the prototype, the save file icons were supposed to be dynamically taken at a save book. There's also an arrow (<) on the back button.

Prototype
Final

The video options open in another window in the prototype. There are also options to run the game in windowed mode and a toggle for 3D hardware acceleration graphic cards.

Prototype
Final

Just like the video options, the sound options open in another window. There is an option to toggle 3D sound hardware.

Debug Menus

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.

Old Dev Menu

This shows the old dev menu when first running the game. 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. Clicking on an option loads the appropriate map while the start button still does nothing. The menu on the right shows the HP1 style dialog box was used when pressing Exit or Esc to quit.

Original Final Game Levels

Levels that are in the final game but are different in the proto. Differences in all the levels:

  • Harry has two voices (the temp and final voice actor).
  • Uses HP1 climbing.
  • Beans come out of chests like in HP1.
  • Chocolate frogs jump further away from you than in the final game .
  • More save books spread throughout levels and some in different places than the final game.
  • More wiggentree bark and flobberworm mucus by potion cauldrons than in the final game.
  • No sound is played when a card comes out of a chest or is picked up.
  • Levels are automatically saved when first loaded.

Adv1Willow.unr

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. 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.

(Source: AdamJD)

Adv12Chamber.unr

This level is quite buggy compared to the final game as shown in the video by blizmed. The snake was also originally going to have an eye beam and would exhale smoke in the 2nd phase of the battle but these are cut in the proto. It is impossible to kill the snake using the sword. blizmed has also implemented these cut features into the level.

(Source: blizmed)

Also in the 1st stage of the fight the first eye spell state was going to have a spell shoot from the Basilisk's eyes before it got replaced with the beams. The eye spell kills Harry in one hit. In this state the basilisk is bugged and its health can't reach 0 without changing the original code.

(Source: AdamJD)

The basilisk also has three working unused states. These are statePodiumAttack, stateLungeFromHole and stateLookAround which are shown in the video below.

(Source: AdamJD)

Unused Levels

End Of File: Prototype() Mac Os 11

Most of these levels don't have default music. If there is music in the level, it will be specified in the description.

AdvFlyingFord.unr

The flying Ford cutscene was originally going to be a playable level where the player would have controlled the car and avoid being seen by Muggles but got cut due to the devs not being able to program the level correctly. In the proto the level is unplayable but a user called blizmed has managed to make the level somewhat playable.

(Source: blizmed)

Adv4GreenhouseOld.unr

Just as the map name says, it's an old version of the greenhouse adventure map. The greenhouse itself is very big compared to the final game's version. There are a few interactible objects, such as a climbing block and a Flipendo switch.

(Source: Laenthor)

Adv10Hermione.unr

One of the few levels present in the subfolder 'Oldfiles'. It's big and pretty empty, but the interesting thing is that some statues trigger some platforms once hit with Lumos, which is a mechanic from the first game.

(Source: Laenthor)

AOLDemo.unr

This is the map used in the game's demo, however, some of the objects are missing some interactions, such as the Lockhart statues not doing anything. This map has music triggers.

(Source: Laenthor)

Calibration.unr

A L shaped hallway with a small empty room on one side and an early potions classroom on the other. Based on the map name this was used for calibration.

(Source: AdamJD)

ChadHallWarnHighCel2.unr

A room with a small empty hallway at the top of an elevated platform with a set of stairs on each side of the platform.

(Source: AdamJD)

Charms+Practice.unr

An early charms classroom with another room separated by a hallway. The gates have no collision and this room would have presumably been used for practice. There are also unused windows outside of the map.

(Source: AdamJD)

courtyard1_cv.unr

The same map as courtyard1_snow_cv but without the snow.

(Source: AdamJD)

courtyard1_snow_cv.unr

A very small but beautiful map. This map blueprint is used in the diffindo challenge in the final game.

(Source: Laenthor)

Curvedhalls_stairway.unr

A map with two curved hallways that have stairs. There are doors at the top and bottom of each hallway.

CV.unr

A small test level that mainly checks ectoplasm, music toggle systems and features some odd challenge star models that are not seen anywhere in the proto or the final. This map has a music trigger.

Dada.unr

An early map of the DADA classroom. There is a small circular room at the start of the map, a placeholder with the text 'placeholder' mirrored and a room past the door upstairs with another door placed in the room.

Dumbledore_Office.unr

An early map of Dumbledores office. There is a door where the archway normally is, the Sorting Hat and Fawkes stand are not present, there are stairs that take you to the upstairs level with small rooms after the first 2 set of stairs, the layout is slightly different and there are objects outside the map.

DungeonHallway.unr

An early map of the dungeon hallway. The layout of each part of the hallway is different, textures & lighting are different and the Slytherin Common Room door automatically opens when walking in & out of that part of the map.

Entrancehall_new.unr

Despite the name this is an early map of the entrance hall and is a WIP of the final map. The Hufflepuff and Gryffindor symbols are on the wall next to the stairs, the Skurge and Spongify challenge doors are not present, statues and secret areas are not present, there is an empty room where the Rictusempra challenge door hallway normally is, the bean bonus room is not set up and there are some minor differences such as placeholder textures on the ceiling, placeholders for portraits and a placeholder for the grand staircase door. Touching the black part on the stairs kills you instantly.

EntryCV1.unr

Another early map of the entrance hall. This is the HP1 entrance hall that has minor changes with added placeholders for the hallways and rooms that need to be set up. There are placeholders for hallways and/or rooms next to both the Rictusempra challenge and bean bonus room placeholders which are not set up in the final game or the Entrancehall_new map. There are placeholders for the portraits and the knights have been removed. There are also two placeholders outside of the map.

grandstairben.unr

A very early version of the grand staircase. Only the first set of stairs work.

Grounds.unr

A very early version of the grounds hub. Hagrid's hut still uses the design from the previous game with the fences and most new textures are missing. The greenhouse is also being built, literally.

TestLevel.unr

This is a simple level used to test various game functions and mechanics. Some are even absent from the final game.

Prototype differences for this level:

  • Owl statues were used
  • Room lighting triggers
  • Effect triggers
  • Multi-triggers for single action
  • Hold triggers
  • Expeliarmus and Mimblewimble spell icons
  • No animation once 10 silver cards collected
  • Object existance triggers
  • Old HP1 climbing
  • 8-directionnal moving blocks (technically used but since all blocks in the final game are in closed tracks, it is not used
  • Old 'follow and remove points' script for Snape

Triggers.unr

A test map based on TestLevel.unr used to check various triggers.

workroom_HP2.unr

A very small map with no interactible objects. There are 3 black cubes behind the non-textured door that are very hard to see. The default spawn point is out of bounds, so to load, it has to be moved with an editor.

To do:
Add all unused levels.

Cutscenes

Cutscenes that were either removed or changed in the proto and are different to the original proto cutscenes. These cutscenes are either unused text documents scattered in different folders and/or commented out cutscene code in the original proto cutscene files.

00001PrivetIntroOld

The EA and WB screens were originally going to be shown at the start of the Privet Drive cutscene instead of when launching the game. Only the first 30 seconds of this cutscene is shown because the rest is the same as the original proto cutscene. The WB screen is also dated from 2001 which means the WB screen is from HP1.

(Source: AdamJD)

FlyFordIntroOLD

This is the cutscene after Harry and Ron leave Diagon Alley and before crashing into the Whomping Willow. The camera moves to the end of the map with the flying car travelling in a straight line towards the camera and the camera eventually following the car towards the end of the cutscene.

(Source: AdamJD)

00020FlyingFordEnd & 00030WhompCrash

These cutscenes refer to the flying car crashing into the Whomping Willow and Harry waking up after the crash with Ron trapped by the Whomping Willow respectively. In the first cutscene Harry says 'Watch out for that tree!' before the car crashes and the camera pans away from the tree after the crash followed by music playing for a few seconds which are not present in the original proto and final game cutscene. The second cutscene is mainly the same except for slightly different camera angles and some unfinished animations.

(Source: AdamJD)

04070FollowVoiceB

The cutscene where Harry, Ron and Hermione find Mrs Norris petrified. Character movement is not smooth and when the trio walk down the 2nd floor corridor the camera travels really fast and goes through the wall at the end of the corridor along with other small differences such as only some of the students present in the cutscene compared to the final game and Dumbledore spawning on the opposite side. There are flags above Mrs Norris as placeholders for the writing on the wall which are present in game throughout the whole proto. The cutscene also ends abruptly.

(Source: AdamJD)

10060DumbEnter

The cutscene where Dumbledore enters his office while Harry is waiting for him after Nearly Headless Nick is petrified. In the proto this cutscene is set to be skipped without showing anything (probably because it is unfinished) but changing the cutscene settings in the editor makes it watchable. The temp Harry voice actor says Harrys 1st line, some voice files don't match up with the text at the bottom correctly such as Dumbledore repeating the line 'Professor, I just want you to know that it wasn't me. I'm not the attacker.', Ron says a line after Hermione while Harry is thinking whether to tell Dumbledore if anything is bothering him which is not seen in the final game and the camera releasing is not smooth when the cutscene ends.

(Source: AdamJD)

12060GoyleBackToHarry

The cutscene where 'Goyle' turns back into Harry. This is the same as the final game except there are particle effects for when he turns back into Harry.

(Source: AdamJD)

15060Adv9bLairOLD

As the file name suggests this is the old cutscene where Harry meets Aragog. At the very start Aragog is already facing Harry and says 'Bite him my children!' before the large spider says 'Aragog, a human is here!'. The rest of the cutscene is similar to the proto and final game cutscene except for slightly different camera angles, the camera pointing to Aragogs webs towards the end without Harry saying anything and Harry staying above instead of jumping down like in the final game.

(Source: AdamJD)

15065Adv9bHarryWins

//stalactites fall

The cutscene after Harry destroys all the webs holding up Aragogs big web which causes Aragog to fall down and start the fight with Harry. The comment in the cutscene shown above shows the stalactites above Aragog were meant to fall with the big web but there is no code implementing this and is not seen in the final game.

15070RonRescue

//Harry animate celebrate

//add wizard card spawning here

The cutscene after Harry defeats Aragog. The code and comment in the cutscene shown above show that Harry was going to do the celebrate animation he does after completing a spell challenge and a wizard card was going to spawn after Aragog falls into the pit but the camera doesn't show Harry doing the celebration, there is no code implementing the wizard card being spawn and both are not seen in the final game.

17150BasiliskIntroV2

This is similar to the proto cutscene when Harry is about the fight the basilisk except for a song played at times which isn't present in the final game, broken dialog along with unfinished dialog lines, some unfinished animations and Ginny standing up and lying back down which happens all the time throughout the level in the proto.

Mac Os File Format

17180VictoryV2

Despite the name this is an unfinished cutscene after defeating the basilisk. Tom Riddle is shown in the actor room screaming 'Nooooooooooooo!' followed by Ginny talking while still on the floor with Harry comforting her before fading out. This could only be viewed by replacing the 17150BasiliskIntroV2 cutscene in the editor with this cutscene due to killing the basilisk being impossible and therefore not show this cutscene.

18040HouseCup

An original proto cutscene but added due to how unfinished the house cup ceremony cutscene is. The camera stays in one place the whole time, there are little animations, not all the students and staff are present, Hermione says a line at the end which is removed in the final game and some students run around the map with some bumping into Harry, Ron and Hermione without saying anything if they do. Music is also played in this cutscene which isn't present in the final game cutscene.

This also shows all the commented out dialogue in the house cup ceremony cutscene and is played in the order they are commented out. The final game was used to play these dialogue lines because the proto cutscene is too unfinished.

Music

To do:
Add music.

Sounds

To do:
Add sounds.

Textures

To do:
Add textures.

Dialog Lines

Dialog lines that were written but not recorded

'Now climb the ladder beside the cauldron. Try not to fall in, I don't want it contaminated.' This refers to the wiggenweld healing potion class with Professor Snape and indicates the cauldron was originally going to be quite big, probably the big cauldron in the middle of Professor Snapes class from HP1 was imported into the game but got deleted early on.

'I'd better hide in the shadows and sneak out. If they spot me in here…who knows what might happen?' Harry talking about escaping the Slytherin common room after the polyjuice potion has worn off. Harry was originally meant to sneak past prefects in the common room as shown in the image below but this got changed in the final game and had only recently been removed in the proto due to how unfinished the changed escape is. Jet cadets mac os.

'Clear your mind of everything else and focus intently on the symbol in front of you. Don't be distracted by my charisma.' An unused Professor Lockhart line from the Spongify spell learning lesson. Was replaced with 'Concentrate on the symbol before you. Don't let my good looks distract you!'

'Somehow, I need to get these pigs to locked stalls on the other side of the barn, so that I can then sneak up to Goyle and pluck a hair.' Refers to the level you have to get Goyles hair for the polyjuice potion. Originally you were meant to sneak up on Goyle in the barn without waking him up. This line suggests you would have had to not alert Goyle by putting the pigs in the barn into the stalls (probably using the food Goyle had dropped throughout the level) and then sneak up to him. Ultimately none of this was implemented in the final game or the proto.

'That's a phoenix…'(Just here for reference, Repeat of PC_Tmr_VoldRevealedV2_01 DO NOT RECORD THIS) As said in the dialog line, this is just a reference for the Phoenix in Dumbledores office and wasn't meant to be recorded. This is removed in the final game's files.

'Brilliant!' yelled some students. 'Inspired!' yelled others, or ' What an entrance! People'll be talking about that one for years.' An unused dialog line in the transition cutscene after entering the dorm.

'Well, well, well, I heard a crash and what do I find? Mr. Harry La-Di-Da Potter and a broken, irreplaceable, antique vase.' An unused Filch dialog line before going to DADA for the first time when Harry 'breaks' the vase. Was replaced with 'Well, well, well, I heard a crash and what do I find? Mr. Harry Potter and a broken, irreplaceable, antique vase.'

'Diffindo can be used as a weapon against certain organic creatures.' An unrecorded Professor Sprout line in Diffindo.

'You can use the top of the Horklump Mushroom as a weapon. Once you have separated it from its stem, you can pick it up and throw it' An unused Professor Sprout line in Diffindo. Was replaced with just 'Once you have separated it from its stem, you can pick it up and throw it'.

'You can use the tops of the Spiky Prickly Plants as a weapon too. Once it is separated from its stem, you can pick it up and throw it.' An unrecorded Professor Sprout line in Diffindo. The tops of Spiky Prickly Plants get destroyed in the proto and final game.

'Imps are vicious little creatures that like to eat little boys. Don't let them get near you, as their bites are deadly! Like gnomes, you use Flipendo to knock them back, then you can pick them up and throw them into a gnomehole to get rid of them.' An unused Professor Lockhart line in Spongify. Was replaced with 'Imps are vicious little creatures. Don't let them get near you, as their bites are deadly! Like gnomes, you use Flipendo to knock them back, then you can pick them up and throw them into a hole to get rid of them.'

Developer Tools

GestureDrawingTool

Download GestureDrawingTool

This program is used to draw and view new spell symbols, but it's most likely a leftover tool from the previous game, as all the .hpg files (Harry Potter Gestures) are from there too. It lets you draw a dot cluster graph and save it as a .hpg file. There are a few options, such as Flip, Center and Reflect, which makes the spell creation a bit easier. The files can also be opened with the GestureComp tool, but it seems that there are unmentionned requirements for it to be valid, like the number of points and start/end points.

GestureComp

Download GestureComp
File:HPCoSPC-GestureComp.zip (18KB) (info)

End Of File: Prototype() Mac Os Download

This is a complementary tool that uses the files created by GestureDrawingTool and opens them to test the spell lessons from the last game. It reads mouse cursor location per frame when LMB is held down and once it is released, a window indicates the number of correct spots, errors and percentage based on a float number from the dot cluster. There are 3 complexity options that reduce the margin of error depending on the level.

UDebugger

A debugger called 'UnrealScript Debugger'. When pressed the debugger and game both open at the same time. This was used to debug and test the code with the game running. Unfortunately pressing any button in the debugger causes the debugger to crash and close.

A small splash screen is also loaded when opening the debugger.

Mac Os X File System

When the game is running with the debugger on the name of the game at the top says ''

When debugging the game the two windows were probably placed side by side like this.

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broken image