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Talk:Harry Potter and the Sorcerer's Stone (Windows, Mac OS Classic, Mac OS X)

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E3 Version

There's just one footage of the E3 version I know about atm - https://www.youtube.com/watch?v=UNJ-dKRQwQs. It nicely shows how the spell changing system worked, when were the letters supposed to be used etc. Could be worked into the article. Unfortunately, IGN's video (http://www.ign.com/videos/2001/05/17/harry-potter-and-the-sorcerers-stone-pc-games-gameplay) is broken. How do you know that the privet drive level comes from the E3 demo? --JaGoTu (talk) 12:24, 22 March 2014 (EDT)

The unused demo title screen found here shows a few level choices, including two Hogwarts levels (which the footage is from), a Quidditch level, and Privet Drive. M64m (talk) 11:23, 29 May 2014 (EDT)


Unused stuff

Both QBQBBoss and Koops1997 have a lot of unused stuff videos (and even levels) on their youtube channels. A list of the ones related to HP1:

--JaGoTu (talk) 12:24, 22 March 2014 (EDT)

Error?

For some reason, on this article only, I get error messages when I try to edit it. I want to add in something saying that in some patches of the game you can type in "harrydebugmode" (exactly like that) into the keyboard during the game and it works. Is this a glitch? I've tried on multiple computers, but it still won't work. I would appreciate it if someone would add it for me or help me solve the issue. Thanks! --Sir Broski (talk) 16:08, 26 February 2016 (EST)

Complete the articles

This is something I've made on my spare time. Its a full (or the fullest I could) mesh list of the 3 pc harry potter games. This page seems to be pretty complete, but the 2nd and especially the 3rd game's tcrf article don't have much to go for right now... There is a lot of things to do, so if people are interested, here's my list:

Also I've made a Harry Potter topic video on my channel with a special bonus. I cannot leave my channel link as it would be self-advertisement, so look for my name on youtube and a harry potter video. The preceding unsigned comment was added by ‎Ltr121312 (talk • contribs)

Music file verification

Are "JS_Free_Hedwig_mx.umx" and "JS_Voldemort_and_Unicorn_mx.umx" used? I can't find where they would be used. The preceding unsigned comment was added by ‎Ltr121312 (talk • contribs)

I went through all the music in this game years ago and I can assure you that both of those are used. "JS_Free_Hedwig_mx.umx" is used in the cutscene where Harry sees the Mirror of Erised for the first time (see video here). And like I said before, "JS_Voldemort_and_Unicorn_mx.umx" is used in the cutscene just before Harry fights Lord Voldemort (see video here). Granted, the last few seconds are normally cut off by another track, but the rest can be heard by simply pausing the game while the track is still playing.
I realize that those filenames indicate that they were originally meant for something else entirely and I thought about making a note about it somewhere. I wasn't sure if it's particularly unusual for games to repurpose assets, though. Onoreo (talk) 22:44, 26 March 2017 (EDT)
How about the following sound effects: "s_canary_flap_loop.wav" and "s_canary_twip.wav"? I'm pretty sure they would have been used for the scrapped transfiguration spell. Just a theory, but I think the reason why pretty much everyone has a few laughs (even snape) is that a tickleing spell was scrapped, so they made laughing tracks for everyone. Should I make a note about that somewhere or speculation is not allowed? --Ltr121312 (talk) 00:42, 28 March 2017 (EDT)
Sound effects tend to be much trickier to verify (which is why the article has so few of them right now), but I'd agree that those two canary sound effects are very likely unused. That tickling spell theory sounds plausible, but it might be too much of a stretch to say there were plans for said spell without further evidence from the game's files. While speculation is allowed to some extent, there has to be a reasonable amount of proof to back it up. Onoreo (talk) 23:21, 28 March 2017 (EDT)
That's exactly why I didn't add it. There are unused spells and scripts, but nothing in the likes of such a spell, though I don't really see a specific use for flintifors. The lego games lets you purchase spells that serve no useful purpose, so that could've been their use. --Ltr121312 (talk) 00:14, 29 March 2017 (EDT)

Source code

Hi, how I can get source code of this game? I see there unusing scripts, but not any other code that use on the game. I realy want to see AI scripting for quidditch objects like scripts for bludger and player on broom. The preceding unsigned comment was added by Hngkml (talk • contribs)

A program named UE Explorer can decompile and display a number of scripts in this game. -Ehm (talk) 19:09, 29 July 2017 (EDT)

Rather significant regional differences?

It seems that the European and US versions have notable differences besides naming the Stone as a Philosopher's or Sorcerer's Stone, as I discovered when I tried a UK localized version from an abandonware site. https://archive.org/details/harry-potter-pc-games-differences-in-localizations. The movers in the second Sneak level aren't plates in European versions (https://youtu.be/rhYbQ-Qq46E?list=PLo3HTrDSt18lNA0cxlB82FBR9bJiD7Il0), Harry will always scream from falling once instead of after being in the air for some time (then never again until the next level or on reload)… You apparently don't see spell impacts here, either. --BreakingBenny (talk) 14:27, 23 May 2021 (UTC)

From the UK version's HarryPotter.u file:
UK (.eng) Elsewhere?
function PlayinAir()

{ // AE: if( Physics == PHYS_Falling ) { if( !bPlayedFallSound ) { bPlayedFallSound = true; PlaySound( sound'HPSounds.HAR_emotes.falldeep2' ); } }

loopAnim('fall'); }

function PlayinAir()

{ // AE: if( Physics == PHYS_Falling ) { if( !bPlayedFallSound && fTimeInAir > 1.0 ) { bPlayedFallSound = true; PlaySound( sound'HPSounds.HAR_emotes.falldeep2' );

} }

loopAnim('fall'); }

UK (.eng) Elsewhere?
function ProcessFalling( float DeltaTime )

{ if( Physics == PHYS_Falling ) { if( eLastPhysState != PHYS_Falling ) fFallingZ = Location.z;

fTimeInAir += DeltaTime; } else { fTimeInAir = 0; }

eLastPhysState = Physics; }

function ProcessFalling( float DeltaTime )

{ if( Physics == PHYS_Falling ) { if( eLastPhysState != PHYS_Falling ) fFallingZ = Location.z;

fTimeInAir += DeltaTime; } else { bPlayedFallSound = false; fTimeInAir = 0; }

eLastPhysState = Physics; }

In the UK version, Harry always screams no matter how long he's been in the air and only ever once per level. The US version (and I think other regional releases) fixes it by falsifying bPlayedFallSound when Harry's not falling, and only playing his fall sound if he's been airbourne for at least 1 second. (if fTimeInAir > 1.0)

--BreakingBenny (talk) 17:10, 6 March 2022 (UTC)