Harry Potter and the Chamber of Secrets (Windows, Mac OS Classic, Mac OS X)
|Harry Potter and the Chamber of Secrets|
Developers: KnowWonder (Windows),
Westlake Interactive (Macintosh)
This game has unused animations.
This game has a prototype article
This game has a prerelease article
Harry Potter and the Chamber of Secrets is a game based on a film of the same name. The Windows version surpasses Sorcerer's Stone in every way.
- 1 Sub-Pages
- 2 Debug Mode
- 3 Leftover Developer Tool
- 4 Unused Areas
- 5 Unused Graphics
- 5.1 Texture Guides
- 5.2 HP_Menu Old HUD
- 5.3 HPBasic
- 5.4 HPEdit Icons
- 5.5 HGame.u Icons
- 5.6 HP_Logo.utx
- 5.7 Sorcerer's Stone Leftover Graphics
- 5.8 Unused Save Thumbnails
- 6 Unused Animations
- 7 Unused Models
- 8 Unused Music
- 9 Unused Text
| Unused Voice Clips|
Expeliartis! Rictusrictus! Rictiusempiaaa!!!
| Unused Scripts and Oddities|
This flying car was supposed to be playable, dangit!
Additional features for testing purposes can be enabled by editing the Game.ini config file: find the following string in the file and switch "False" to "True". Some copies of the game may use a default.ini and refer to a non-existent module (
HGame.HPConsole), so the chunk below needs to be copy and pasted into the .ini to enable it.
[HGame.baseConsole] bDebugMode=False bUseSystemFonts=True
If done correctly, the game will display the average green Unreal Engine 1 debugger text on the top of the screen, and the build version (021009_1205) will appear in the pause menu. Additionally, a new option can be selected which triggers the credits anywhere.
- Insert - takes a screenshot and saves it as a raw bitmap at "
\Documents\Harry Potter II\"
- Delete - enables the free camera mode. All actors and cutscenes are frozen while this mode is enabled.
- F4 - toggles the "Shortcut Window".
- F7 - toggles debug mode.
- Backspace - opens a "Language Browser" window, only accessible in-game and not in the pause menu. Doesn't seem to function at all.
- Page Up/Page Down - increases and decreases game speed, respectively.
- Tilde - toggles the console. (~)
Allows the user to access every level and view preset bookmarks. A sound test exists for each map's dialogue but the files are from the first game and don't exist here. GSTATE is short for "game state". It alters the progress of the overall game.
Leftover Developer Tool
|Download Sound eXchange
File: Harry-Potter-Chamber-Secrets-PC-Sound-eXchange.zip (233 KB) (info)
sx.exe, better known as Sound eXchange, is a leftover developer tool used for many Electronic Arts games. This command-line tool is used to convert sound files to different formats for cross-platform use. It is internally credited to Dave Mercier, EAC (Electronic Arts Canada). The build found 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 bank
- SND N64 patch
- SND MAC bank
- SND MAC stream
- SND PS2 bank
- SND PS2 stream
- SND GC bank
- SND GC stream
- SND XBOX bank
- SND XBOX stream
- Quicktime Movie
Here is the entire help 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 eXchange), Spit v3.19 SUMMARY: sx is a sample format converter SPIT environment variable is SX_OPTS -aiff Export Apple 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 bank (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 Export 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 16-Bit Little-Endian Interleaved -s16b_int Signed 16-Bit Big-Endian Interleaved -s8_int Signed 8-Bit Interleaved -eaxa_int EA-XA Interleaved (3.7:1) -mt_blk MicroTalk Block (10:1) -vag_blk Sony VAG Block (3.5:1) -n64_blk N64 Block (3.5:1) -s16b_blk Signed 16-Bit Big-Endian Block -s16l_blk Signed 16-Bit Little-Endian Block -s8_blk Signed 8-Bit Block -eaxa_blk EA-XA Block (3.7:1) -u8_int Unsigned 8-Bit Interleaved -cdxa CD-XA Interleaved (3.5:1) -dvi_int DVI Interleaved (4:1) -layer1 MPEG Layer 1 -layer2 MPEG Layer 2 -layer3 MPEG Layer 3 -gcadpcm GameCube ADPCM (3.5:1) -s24l_int Signed 24-Bit Little-Endian Interleaved -xboxadpcm Xbox ADPCM (3.5:1) -noprogress Do not display progress bars -rawc<channels> Specify RAW input channels (default 1) -raws<rate> Specify RAW samplerate (default 22050 Hz.) -split Split multi-channel into multiple single-channel files -onetomany Break multi-element files into individual files -mixc<0-5> Convert n channels to mono by dropping other channels -element<offset> Adjust 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<0.1-120.0> Specify chunk rate for stream (default is 15.0) -renv<-1-127> Specify release envelope (default is -1) -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 duration and volume. duration is in 1/100ths of a second and volume 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 directly ahead, 16384 would be directly to the right. -loops<sample> The loop start value sets which sample the loop section begins on. "sample" - Specify the sample to begin the loop section, -1 indicates no loop start point. Allowable range is -1 .. 2147483647. -loope<sample> The loop end value sets which sample the loop section ends on. "sample" - Specify the sample to end the loop section, -1 indicates no loop end point. Allowable range is -1 .. 2147483647. -ifnoloops<sample> The loop start is set to the value given, if there isn't one currently in the file. -1 means no loop start point. "sample" - Specify the sample to begin the loop section, -1 means no loop start point Allowable range is -1 .. 2147483647. -ifnoloope<sample> The loop end is set to the value given, if there isn't one currently in the file. -1 means no loop end point "sample" - Specify the sample to end the loop section, -1 means no loop end point. Allowable range is -1 .. 2147483647. -cbr<bitrate> The constant bit rate is used to set the level of compression. "bitrate" - Specify in bits per second. 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-back location flag determines what system a sound will be played from. "flag" - Flag can be one of 'default', 'static', or 'dynamic'. -spatialize<method> The spatialization over-ride allows forcing of a sound to play with pan, dolby, or DS3D. "method" - Method can be one of 'default', 'pan', 'dolby', or 'ds3d'. -priority<value> Set priority for voice allocation. "value" - Specify priority for playback (default is 0, 100 is highest). Allowable range is 0 .. 100. -fxzero<level> Set level for effect bus 0. "level" - Specify effect level for bus 0 (default is 0). Allowable range is 0 .. 127. -embeduser<data> Attach user data to a sample. "data" - Specify user data to attach to sample. Specify as a file name. -embedts<window> Generate and embed additional data needed to perform run-time time stretch. "window" - Window size to use to correlate sample data, specified in microseconds. 9000 is a good default. Allowable range is 1000 .. 100000. -rs<rate> Resample to a new rate. "rate" - Specified as new sample rate in Hertz. Allowable range is 400 .. 96000. -dstofit<frames> Ensure sample uses no more than N frames by reducing sample rate until it fits. "frames" - Specify maximum amount of frames allowable in sample. Allowable range is 1 .. 2147483647. -alignloop<alignment> Resample and insert silence to line loop points up to alignment restrictions. "alignment" - Specify the alignment restriction. Allowable range is 2 .. 1024. -padloop<padding> Extend and/or replace samples after loop end point with the samples that begin at the loop start point. "padding" - Specify the amount of samples to pad out after the loop end point. 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> Apply linear fade-in to sample. "time" - Specified as milliseconds into sample to achieve full amplitude. Allowable range is 0 .. 2147483647. -fadeout<time> Apply linear fade-out to sample. "time" - Specified as milliseconds to end of sample to begin fade to zero amplitude. Allowable range is 0 .. 2147483647. -crop<startframe,frames> Crop a section of a sample. "startframe" - Specify frame to begin crop at. Negative values insert silence at start of crop. Allowable range is -2147483648 .. 2147483647. "frames" - Specify number of frames to crop. Specifying past original sample will insert silence at end of crop. Allowable range is 1 .. 2147483647. -mixall Mix all channels in a sample down to mono. -copychan<source,destination> Copy source channel sample data to destination channel. "source" - Source channel to copy (channels start at 0). Allowable range is 0 .. 5. "destination" - Destination channel to copy to (channels start at 0). Allowable range is 0 .. 5. -cutchan<source> Cut source channel sample data out of sample. "source" - Source channel to cut (channels start at 0). Allowable range is 0 .. 5. -distort<amount> Distorts the signal by clipping high amplitudes. "amount" - Specify amount of distortion (0 is least distortion). Allowable range is 0 .. 32767. -reverb<preset,level> Apply given reverb type to sample. "preset" - Specify reverb preset. Allowable 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 as a file name. 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 bank - SND PSX patch - SND PSX stream - SND N64 bank - SND N64 patch - SND MAC bank - SND MAC stream - SND PS2 bank - SND PS2 stream - SND GC bank - SND GC stream - SND XBOX bank - SND XBOX stream - Quicktime Movie - MPEG &<file> 'with' file, containing a list of options and files -.ext specifies output file extension -=<name> specifies output file name -v0 no console output -v1 prints source file name and errors -v2 status 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
An entire challenge stage that goes unused. Its warp is behind a locked door in the Gryffindor common room. It can be accessed via free camera/ghost mode or by choosing it in the level select. Alternately, the level can be enabled by creating a file in the System folder named ABC.int with the following contents:
Playable Flying Ford Level
While there is no actual level built for it, there is enough evidence to affirm that a level with the flying Ford Anglia was scrapped early on. Based on this script, the car "character" had these characteristics:
- The car controlled pretty closely like Harry in Quidditch matches albeit a little faster.
- The car made sounds for swift and thight turns and twists just like the broomstick (the sounds used are placeholders).
- The car could hit walls or obstacles approaching at high speeds.
- The car had a health bar and lost health if it hit an obstacle (however it had invincibility frames).
- There is a timer function, though it is empty and could be related to anything.
- The car was supposed to have a boost, though how it 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 car 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:
- You were supposed to avoid muggles.
- There were multiple triggers for different zones of danger consisting of "Safe", "Town", "Wind", "Lightning" and "Airplane" (Airplane only is used in the Flying Car cutscene). They had various effects on the car's movements and status.
- There was a muggle meter and some icons representing a certain level of stealth (see icons below) that indicated how close you were to getting "caught", but there is no actual code for it, only values. It can be logically assumed that the meter would go up quicker above the "Town" zones.
- There is a bit of code concerning random dialogue. Maybe Ron and Harry could've shared helpful hints or shouted even more.
This is a base map used as a starting point for developers. It's the Unreal Engine equivalent of a blank document. The texture changes depending on what each game's default texture is set to. For Chamber of Secrets, this would be the blue guideline texture.
Another Unreal Engine "blank document". It's a simple box textured with a second tier default texture. For Chamber of Secrets, this is one of many base wall textures created for Hogwarts.
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 area, leaving the rest unused and inaccessible.
The Fat Lady's Room
The Fat Lady's portrait is static when looking at it. However, when Harry approaches the portrait, the camera cuts to a close-up of her 3D model. Her entire model and backdrop are in a small room above the actual door to the Gryffindor Common Room.
A bit like in the previous game, the interior of Hargid's hut is modeled under the map in the Hogwarts Grounds, however in this game you never actually go in the hut.
There are probably more scattered through the files. The game is not consistant about the location of its textures.
The texture guides from the previous game make a comeback.
HP_Menu Old HUD
In a texture archive named OLD_Textures there are some archives containing various outdated assets. Most notable is a folder with a previous version of the HUD, which has some interesting elements.
Items and Bosses
Cards, Folio and Health
It seems that each card category had a slider to indicate the progress to the next upgrade instead of simply 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
In this version of the HUD, there is a magic strength gauge with a slider. You can charge a spell in the game, but the only indicator is the growing spell effect.
Most of these icons look completely different and were probably redrawn for clarity. There is an unknown Lion Menu option.
This archive contains lots of the base textures from the last game, so of course some of them became unused.
These icons are almost identical to the ones found in the first game.
The archive hgame.u adds a few more icons to the mix.
An unused hourglass texture. This would most likely be used if you could not skip a cutscene. In the final game, nothing is shown if you try to skip a cutscene that must be played.
Sorcerer's Stone Leftover Graphics
There are still TONS of textures from Sorcerer's Stone alone. Make sure we have all unused textures from the "Old Textures" folder.
The same archive also contains a few leftovers from the first game.
In the Old_Textures subfolder, there is an archive containing many textures refering to an old version of the previous game.
This file contains four chunks of a leftover Sorcerer's Stone logo.
This is what the logo looks like when put together:
A leftover particle texture from Sorcerer's Stone. It was used while playing the flute for Fluffy.
Unused Save Thumbnails
In the "Thumbnails" folder in the "System" folder, there are a few unused save thumbnails.
There are a lot of animations left unused in the files. Surprisingly, there aren't that much leftovers from the previous game.
There's probably a lot more to find. Check if all of the breakable vases are used.
Some of these are from the first game, some are simply test models.
Sorcerer's Stone Leftover Models
Never meant to be seen, but probably used in debugging to visually represent the real camera's position.
Probably would've been found in the Gryffindor common rooms, but the dormitory rooms never open (one even has an unused bonus challenge load zone behind it).
A giant telescope that also went unused in the first game.
This low-textured insect was also unused in the first game.
Leftover items from the first game. Filenames suggests that Peeves was supposed to throw different items at you in the skurge challenge, but he simply throws ectoplasm balls in the final version.
Lovely Christmas decorations. An ornament star is also unused, but it uses the same model as the challenge stars so it is not included here.
The Devil's Snare from the first game is here for some reason.
Never meant to be seen in-game. Used to mark cutscene triggers while debugging, but stored and visible in the Basilisk boss fight actor room in the game, though it obviously still can't be seen by normal means. It may be stored in other actor rooms as well.
WizardCardIconMesh (with unused WizardCardIconTex0 texture)
A literal placeholder texture for the card collectibles.
An early version of the floating title in the first cutscene. The font is a bit different and the texture is completely different from the final.
This simple sphere uses a jelly bean texture by default, but it's filename suggests it might've had multiple textures and used as a spell.
Just like in the last game, the bludgers have a visual effect to distort them so you never actually see the model.
Filename suggests the Quidditch hoops, but why does it have a default non-transparent texture?
Upload the music that isn't used here, but is on GameCube/PS2/Xbox versions.
This appears to be part of the E3 song, meant to be played inside the Chamber of Secrets itself only to be cut off after the horns stop. This song makes its appearance in the GBC and GBA releases, at the title screen. It is an arranged version on both handhelds.
A looped version of the orchestrated Happy Hogwarts song, which technically only goes used on the console versions.
This is very likely the song heard at E3, or the demo normally seen in the console versions when you press Start to begin.
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 start.
The Snitch horn, intended for when catching the Snitch and ending the Quidditch match. It is used on the console versions.
Likely intended for learning spells by picking up their respective spellbooks, this is only the case in the console versions. This track also plays when finding the Marauder's Map in Prisoner of Azkaban.
This track is used when Harry transforms into Goyle for the first time, but it fades in around 0:23 and does not loop, leaving the beginning unused.
A leftover from Sorcerer's Stone. The quality is noticeably low.
Another leftover from Sorcerer's Stone. This song isn't used in the PC version, but is in the console versions.
|Windows||Game Boy Color|
A song called "GambolJapesLoop", also 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 order to access it) Gryffindor's Challenge. This song can be quietly heard in Gambol & Japes' shop in the GameCube/PS2/Xbox version.
A slightly longer version number than the one that appears on the pause menu in debug mode.
Present in the Sounds folder is a log from a WS_FTP LE client. Apparently, the package containing all the game's dialogue was uploaded to a (now defunct) subdomain on Electronic Arts' website.
102.09.26 16:18 B D:\LangSpecific\USA\Sounds\AllDialog.USA_uax --> troff.ea.com /CoS - HPPC/Soundfiles AllDialog.USA_uax
Every time you find a secret area in the game (done by walking into the actual secret area and over a special trigger at the entrance that plays the "Secret Area Found" sound and adds to the counter for them), the console displays a silly message.
Secret Area Found! Oh most glorious delight and joy!!!
There's another little gem found in the console that can be viewed after the Charms class cutscene. If you watch the text, you can see "cues" being given to the different NPCs and objects as if they were actors in a movie. Among these is a "WaitFor" cue. One of these shows up that seems to tell someone/thing to wait until Flitwick is done talking about the Chamber of Secrets:
When Harry dies, this pops into the console:
argghhh I'm Dead!!!!
And when he gets hit, this appears:
argghhh I'm HIT!!!!
|The Harry Potter series|
|Windows, Mac OS Classic, Mac OS X||Sorcerer's Stone • Chamber of Secrets (Prototype)|
|Windows||Prisoner of Azkaban • LEGO Years 1-4 • LEGO Years 5-7|
|Wii||LEGO Years 1-4 • LEGO Years 5-7|
|PlayStation||Sorcerer's Stone • Chamber of Secrets|
|PlayStation 3||LEGO Years 1-4|
|PlayStation Portable||LEGO Years 1-4|
|Nintendo 3DS||LEGO Years 5-7|
|PlayStation Vita||LEGO Years 5-7|
|GameCube||Sorcerer's Stone • Chamber of Secrets|
|Game Boy Color||Sorcerer's Stone • Chamber of Secrets|
|Game Boy Advance||Sorcerer's Stone • Prisoner of Azkaban • Goblet of Fire • Quidditch World Cup|