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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.
PrototypeFinal |
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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.
PrototypeFinal |
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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.
PrototypeFinal |
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The artwork resembles more of the previous game's style.
Pre-Load Menu
PrototypeFinal |
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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.
PrototypeFinal |
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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.
PrototypeFinal |
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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.
PrototypeFinal |
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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.
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.
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.
The basilisk also has three working unused states. These are statePodiumAttack, stateLungeFromHole and stateLookAround which are shown in the video below.
Unused Levels
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.
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.
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.
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.
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.
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.
This One Room Mac Os Download
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.
courtyard1_cv.unr
The same map as courtyard1_snow_cv but without the snow.
courtyard1_snow_cv.unr
A very small but beautiful map. This map blueprint is used in the diffindo challenge in the final game.
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.
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.
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.
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.
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.
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.
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.
courtyard1_snow_cv.unr
A very small but beautiful map. This map blueprint is used in the diffindo challenge in the final game.
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.
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.
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.
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.
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.
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.
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.
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.
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.
'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) |
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.
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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This One Room Mac Os X
License
Official Installer
File Size
730MB
Version
9.4.3
OS
Mac OS
Developer
Apple Inc.
Overview
As the name itself suggests, the iPhoto 9 is an image viewing software that comes along with the Mac operating systems to help you view your images stored in your Mac system. there are a lot of features with the application that makes it very much likable in terms of user interface and as well as adaptability.
The application is a full-fledged application that makes your photo viewing experience, one of a kind. Some of the features that added up to the impeccable usage of the application are listed below;
1. User Interface that is so attractive
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2. Importing and Exporting is a fun thing to do now
With the updated version of the iPhoto 9 application, now the user is enabled to export all the photos that he/she has in the photo stream into the application using the export file command in the File menu. This cuts down on the usually hard to understand exporting process and makes the user export with delight.
There is also an additional feature where the photos that you add from the import are editable making sure that you don't have to save them again to run the editing process. There is more to this with increased stability in the importing and exporting options of the iPhoto 9 application.
3. Viewing experience at its best
There were a lot of fundamental problems that were faced by the users at the beginning where they had to make sure that the photo to be in the correct viewing angle through manual adjustments, which was pretty painful to operate for many. Sometime the auto-rotate feature of the application wouldn't work making the users have a hard time selecting the correct orientation to view their pictures.
All these were rectified in the new version of the iPhoto application with an enhanced software framework of the application.
4. Syncing Issues resolved
Now the biggest hassle the older versions of iPhoto faced was the usage of the application wasn't so well responding in syncing to social media platforms to share your pictures. The application would close down without any trace making the users have a hard time sync photos and upload to their Facebook wall or any other social media stream.
The same was resolved with the new update of the iPhoto 9 and that made surer that there is more to make the system usable for uploading posts on social media.
6. Minor Bug improvements
There were minor bugs that were spread across the platform and that made the user experience a little patchy. But all those minor bugs of integrating the calendar and page number error were fixed as with the new rolled out update. There was more of a very user-friendly experience with the new upgrade and the users seem to be happy with the overall performance of the iPhoto 9 with the release of the new update.
This One Room Mac Os Catalina
System requirements
The application is an in-built application that pretty much comes standard with all the Mac Operating systems. The only main thing is that the minimum operating system to support the new version of the iPhoto application was that you must be using Mac OS X 10.4 and above.
Download the iPhoto 9 for Mac OS
You can download the iPhoto 9 installer file from the below link and make sure that you have the latest operating system for the Mac to make sure that you don't have any hassles in running the application after installation.