- Harry Potter And The Prisoner Of Azkaban Ps2 Emulator Ps2
- Harry Potter And The Prisoner Of Azkaban Ps2 Emulator Rom
This is an updated ESR, that has the whole IOP side written from scratch. This time properly . Many new games gained compatibility, issues with others were fixed. I don't know of any that lost compatibility.
Pretty much only two types of games do not work:
- games that load below 1M (like some Sonic games)
2 min read; Harry Potter E Il Prigioniero Di Azkaban Iso Ita Ps2. Updated: Mar 12 Mar 12. Download and play the Harry Potter And The Prisoner Of Azkaban ROM using your favorite GBA emulator on your computer or phone. Mame Emulators GBA Emulators PSP Emulators. PS1 Emulators PS2 Emulators NES Emulators. SNES Emulators N64 Emulators NDS Emulators. In order to be able to play this game you need an emulator installed. Sorry if the footage doesn't play in 60 FPS at all time, its because i haven't played around enough with the settings yet to let it play at a proper speed at.
- games that do transfers into EE memory area occupied by ESR (using 'direct off' version will fix these)
- Harry Potter and Prisoner of Azkaban game PC part 1 The. Jul 8, 2010 walkthrough Cards:0 did not create, but I bought the game on CD. Harry Potter and the Prisoner of Azkaban for PC Reviews Metacritic. Dolphin 5.0 Wii Emulator Harry Potter and the Prisoner of Azkaban Ingame OpenGL. Request 1 1080p60.
- Play Harry Potter And The Prisoner Of Azkaban Game - GBA Online Emulator Please note that we use an external script to bring the online emulation experience to you. If for some reason the game doesn't load or lags, you will have to use an offline emulator instead.
Great thanks to everyone that helped testing.
PS. Stay tuned. EE side overhaul is on the way (it will take a few weeks, though).
PS. Stay tuned. EE side overhaul is on the way (it will take a few weeks, though).
Harry Potter And The Prisoner Of Azkaban Ps2 Emulator Ps2
r10e (RC3):
- Changed the way low on memory condition is detected (hooked AllocSysMem).
- Packed some loose data into structures, which let compiler make a bit smaller binary (storing struct base address throughout entire function in one register).
- Greatly reduced memory fragmentation on buffer reallocation (Tomb Raider games should work now).
- Other minor changes.
r10d (RC2):
- Fixed a memory leak triggered when there was not enough memory available to allocate normal buffers, making the whole problem even more serious.
- Optimized a bit memory usage (it might be enough to make Jak and Daxter: The Precursor Legacy work using 'direct off').
r10c (RC1):
- Fixed games that re-register cd interrupt handler (probably by calling cdvdinit again), which caused also readCallback to be cleared - now it's properly re-registered again if needed.
- Fixed handling of large stream buffers.
- Other minor fixes.
This version was a RC, but there is a memory leak that could happen in some games when auto switching between normal and synchronous modes in very tight memory situations, so r10d was created.
r10b:
- Changed stream detection to be more fail-proof.
- Made some reads a bit faster, but at the cost of higher IOP memory usage.
- Resolved issue when data ready callback would be called twice or not at all.
This version fixes issues with games like RE: Code Veronica (and probably many more). It uses more memory on IOP side (for older games, it uses less for newer games), so if some games lost compatibility, I can always get back to a bit slower but more compatible version.
r10a:
First iteration of ESR r10. No changelog available, since it's pretty much written from scratch (at least the IOP side).
r9c:
- This version removes the debug colors and the splash screen, so you will have no delays launching your ESR patched discs.
- One of the irxs runs threadless and uses a bit less space,
the other has one condition fixed so it doesn't trigger synchronous read when not necessary, also has some redundant stuff removed.
- Changed the way low on memory condition is detected (hooked AllocSysMem).
- Packed some loose data into structures, which let compiler make a bit smaller binary (storing struct base address throughout entire function in one register).
- Greatly reduced memory fragmentation on buffer reallocation (Tomb Raider games should work now).
- Other minor changes.
r10d (RC2):
- Fixed a memory leak triggered when there was not enough memory available to allocate normal buffers, making the whole problem even more serious.
- Optimized a bit memory usage (it might be enough to make Jak and Daxter: The Precursor Legacy work using 'direct off').
r10c (RC1):
- Fixed games that re-register cd interrupt handler (probably by calling cdvdinit again), which caused also readCallback to be cleared - now it's properly re-registered again if needed.
- Fixed handling of large stream buffers.
- Other minor fixes.
This version was a RC, but there is a memory leak that could happen in some games when auto switching between normal and synchronous modes in very tight memory situations, so r10d was created.
r10b:
- Changed stream detection to be more fail-proof.
- Made some reads a bit faster, but at the cost of higher IOP memory usage.
- Resolved issue when data ready callback would be called twice or not at all.
This version fixes issues with games like RE: Code Veronica (and probably many more). It uses more memory on IOP side (for older games, it uses less for newer games), so if some games lost compatibility, I can always get back to a bit slower but more compatible version.
r10a:
First iteration of ESR r10. No changelog available, since it's pretty much written from scratch (at least the IOP side).
r9c:
- This version removes the debug colors and the splash screen, so you will have no delays launching your ESR patched discs.
- One of the irxs runs threadless and uses a bit less space,
the other has one condition fixed so it doesn't trigger synchronous read when not necessary, also has some redundant stuff removed.
Game name | ID | Works/Fails | ESR Version | Tester | Notes |
Tony Hawk's Downhill Jam | SLUS_214.56 | Works | r10c | ffgriever | |
Harry Potter and The Half Blood Prince | SLUS_218.08 | Works | r10a | Tupakaveli | |
Harry Potter and the Prisoner of Azkaban | SLUS_209.26 | Works | r10a | Tupakaveli | |
The Matrix: Path of Neo | SLUS_212.73 | Works | r10a | Tupakaveli | |
Return to Castle Wolfenstein: Operation Resurrection | SLUS_202.97 | Works | r10e | Awx | |
Metal Gear solid 3 Subsistence disc 3 Existence | SLUS_213.60 | Works | r10c | Howling Wolf and Chelsea | MGS4 trailer is now playable |
The Document of Metal Gear Solid 2 | SLES_820.10 | Works | r10c | Howling Wolf and Chelsea | VR Training works |
ICO | SCES_507.60 | Works | r10c | Howling Wolf and Chelsea | |
Hummer Badlands | SLES_541.58 | Works* | r10c | Howling Wolf and Chelsea | It takes 20s more to load practice |
Resident Evil Survivor 2: Code Veronica | SLES_506.50 | Works | r10c | Howling Wolf and Chelsea | |
Resident Evil Code: Veronica X | SLUS-20184 | Works | r9b | Beelzebub06660 | |
The Fast and the Furious | PAL & NTSC | ? | ? | ? | |
Shadow Man: 2econd Coming | PAL & NTSC | ? | ? | ||
Sonic Unleashed | SLES_553.80 | Fails | r10c, r10d and r10e | Howling Wolf and Chelsea | BSOD at boot |
Ratchet and Clank 3 Ratchet & Clank: Up Your Arsenal | SCES_524.56 SCUS_973.53 | Fails | r10e | Jolek Howling Wolf and Chelsea | BSOD at boot |
Virtua Quest | NTSC | ? | ? | ? | |
SRS: Street Racing Syndicate | PAL & NTSC | ? | ? | ? | |
Quake III: Revolution | PAL & NTSC | ? | ? | ? | Fails to boot |
Half life | PAL & NTSC | ? | ? | ? | Sound issues |
Disaster Report/SOS: The Final Escape | PAL & NTSC | ? | ? | ? | |
P.T.O. IV (Pacific Theater of Operations IV) | SLUS_205.67 | ? | ? | ? | |
Pac-Man Fever | SLUS_201.97 | ? | ? | ? | |
Pinball Hall of Fame: The Gottlieb Collection | SLUS_210.38 | ? | ? | ? | Stutter |
Pool Paradise | SLUS_209.87 | ? | ? | ? | Pad not working |
Q-Ball: Billiards Master | SLUS_200.70 | Works | r10c | Howling Wolf and Chelsea | |
X-Squad | SLUS_200.94 | ? | ? | ? | |
Gitaroo Man | SLUS_202.94 | Works* | ? | ? | Have graphic issues |
Disney Presents Piglet's Big Game | SLUS_206.59 | ? | ? | ? | |
Star Wars: Battlefront II | SLUS_212.40 | ? | ? | ? | |
Syphon Filter: Logan's Shadow | SCUS_975.84 | ? | ? | ? | |
WipEout Pulse | SCES_54748 | ? | ? | ? | |
XGRA: Extreme G Racing Association | SLUS_206.32 | ? | ? | ? | |
Yu-Gi-Oh! The Duelists of the Roses | SLUS_205.15 | ? | ? | ? | |
PaRappa the Rapper 2 | SCUS_971.67 | Fails | r10d | Haldrie | freezes after opening splash screen |
PopStar Guitar | NTSC? | ? | ? | ? | |
Portal Runner | SLUS_200.03 | ? | ? | ? | |
The Fast and the Furious | SLES_544.83 & SLUS_214.49 | ? | ? | ? | Game may stuck at loading screen |
Lara Croft Tomb Raider: The Angel of Darkness | SLUS_204.67 | Works | r10d | Haldrie |
View 'Discussion' bookmark for support.
'Old' topic about ESR:
- games that do transfers into EE memory area occupied by ESR (using 'direct off' version will fix these)
- Harry Potter and Prisoner of Azkaban game PC part 1 The. Jul 8, 2010 walkthrough Cards:0 did not create, but I bought the game on CD. Harry Potter and the Prisoner of Azkaban for PC Reviews Metacritic. Dolphin 5.0 Wii Emulator Harry Potter and the Prisoner of Azkaban Ingame OpenGL. Request 1 1080p60.
- Play Harry Potter And The Prisoner Of Azkaban Game - GBA Online Emulator Please note that we use an external script to bring the online emulation experience to you. If for some reason the game doesn't load or lags, you will have to use an offline emulator instead.
Great thanks to everyone that helped testing.
PS. Stay tuned. EE side overhaul is on the way (it will take a few weeks, though).
Harry Potter And The Prisoner Of Azkaban Ps2 Emulator Ps2
r10e (RC3):
- Changed the way low on memory condition is detected (hooked AllocSysMem).
- Packed some loose data into structures, which let compiler make a bit smaller binary (storing struct base address throughout entire function in one register).
- Greatly reduced memory fragmentation on buffer reallocation (Tomb Raider games should work now).
- Other minor changes.
r10d (RC2):
- Fixed a memory leak triggered when there was not enough memory available to allocate normal buffers, making the whole problem even more serious.
- Optimized a bit memory usage (it might be enough to make Jak and Daxter: The Precursor Legacy work using 'direct off').
r10c (RC1):
- Fixed games that re-register cd interrupt handler (probably by calling cdvdinit again), which caused also readCallback to be cleared - now it's properly re-registered again if needed.
- Fixed handling of large stream buffers.
- Other minor fixes.
This version was a RC, but there is a memory leak that could happen in some games when auto switching between normal and synchronous modes in very tight memory situations, so r10d was created.
r10b:
- Changed stream detection to be more fail-proof.
- Made some reads a bit faster, but at the cost of higher IOP memory usage.
- Resolved issue when data ready callback would be called twice or not at all.
This version fixes issues with games like RE: Code Veronica (and probably many more). It uses more memory on IOP side (for older games, it uses less for newer games), so if some games lost compatibility, I can always get back to a bit slower but more compatible version.
r10a:
First iteration of ESR r10. No changelog available, since it's pretty much written from scratch (at least the IOP side).
r9c:
- This version removes the debug colors and the splash screen, so you will have no delays launching your ESR patched discs.
- One of the irxs runs threadless and uses a bit less space,
the other has one condition fixed so it doesn't trigger synchronous read when not necessary, also has some redundant stuff removed.
- Changed the way low on memory condition is detected (hooked AllocSysMem).
- Packed some loose data into structures, which let compiler make a bit smaller binary (storing struct base address throughout entire function in one register).
- Greatly reduced memory fragmentation on buffer reallocation (Tomb Raider games should work now).
- Other minor changes.
r10d (RC2):
- Fixed a memory leak triggered when there was not enough memory available to allocate normal buffers, making the whole problem even more serious.
- Optimized a bit memory usage (it might be enough to make Jak and Daxter: The Precursor Legacy work using 'direct off').
r10c (RC1):
- Fixed games that re-register cd interrupt handler (probably by calling cdvdinit again), which caused also readCallback to be cleared - now it's properly re-registered again if needed.
- Fixed handling of large stream buffers.
- Other minor fixes.
This version was a RC, but there is a memory leak that could happen in some games when auto switching between normal and synchronous modes in very tight memory situations, so r10d was created.
r10b:
- Changed stream detection to be more fail-proof.
- Made some reads a bit faster, but at the cost of higher IOP memory usage.
- Resolved issue when data ready callback would be called twice or not at all.
This version fixes issues with games like RE: Code Veronica (and probably many more). It uses more memory on IOP side (for older games, it uses less for newer games), so if some games lost compatibility, I can always get back to a bit slower but more compatible version.
r10a:
First iteration of ESR r10. No changelog available, since it's pretty much written from scratch (at least the IOP side).
r9c:
- This version removes the debug colors and the splash screen, so you will have no delays launching your ESR patched discs.
- One of the irxs runs threadless and uses a bit less space,
the other has one condition fixed so it doesn't trigger synchronous read when not necessary, also has some redundant stuff removed.
Game name | ID | Works/Fails | ESR Version | Tester | Notes |
Tony Hawk's Downhill Jam | SLUS_214.56 | Works | r10c | ffgriever | |
Harry Potter and The Half Blood Prince | SLUS_218.08 | Works | r10a | Tupakaveli | |
Harry Potter and the Prisoner of Azkaban | SLUS_209.26 | Works | r10a | Tupakaveli | |
The Matrix: Path of Neo | SLUS_212.73 | Works | r10a | Tupakaveli | |
Return to Castle Wolfenstein: Operation Resurrection | SLUS_202.97 | Works | r10e | Awx | |
Metal Gear solid 3 Subsistence disc 3 Existence | SLUS_213.60 | Works | r10c | Howling Wolf and Chelsea | MGS4 trailer is now playable |
The Document of Metal Gear Solid 2 | SLES_820.10 | Works | r10c | Howling Wolf and Chelsea | VR Training works |
ICO | SCES_507.60 | Works | r10c | Howling Wolf and Chelsea | |
Hummer Badlands | SLES_541.58 | Works* | r10c | Howling Wolf and Chelsea | It takes 20s more to load practice |
Resident Evil Survivor 2: Code Veronica | SLES_506.50 | Works | r10c | Howling Wolf and Chelsea | |
Resident Evil Code: Veronica X | SLUS-20184 | Works | r9b | Beelzebub06660 | |
The Fast and the Furious | PAL & NTSC | ? | ? | ? | |
Shadow Man: 2econd Coming | PAL & NTSC | ? | ? | ||
Sonic Unleashed | SLES_553.80 | Fails | r10c, r10d and r10e | Howling Wolf and Chelsea | BSOD at boot |
Ratchet and Clank 3 Ratchet & Clank: Up Your Arsenal | SCES_524.56 SCUS_973.53 | Fails | r10e | Jolek Howling Wolf and Chelsea | BSOD at boot |
Virtua Quest | NTSC | ? | ? | ? | |
SRS: Street Racing Syndicate | PAL & NTSC | ? | ? | ? | |
Quake III: Revolution | PAL & NTSC | ? | ? | ? | Fails to boot |
Half life | PAL & NTSC | ? | ? | ? | Sound issues |
Disaster Report/SOS: The Final Escape | PAL & NTSC | ? | ? | ? | |
P.T.O. IV (Pacific Theater of Operations IV) | SLUS_205.67 | ? | ? | ? | |
Pac-Man Fever | SLUS_201.97 | ? | ? | ? | |
Pinball Hall of Fame: The Gottlieb Collection | SLUS_210.38 | ? | ? | ? | Stutter |
Pool Paradise | SLUS_209.87 | ? | ? | ? | Pad not working |
Q-Ball: Billiards Master | SLUS_200.70 | Works | r10c | Howling Wolf and Chelsea | |
X-Squad | SLUS_200.94 | ? | ? | ? | |
Gitaroo Man | SLUS_202.94 | Works* | ? | ? | Have graphic issues |
Disney Presents Piglet's Big Game | SLUS_206.59 | ? | ? | ? | |
Star Wars: Battlefront II | SLUS_212.40 | ? | ? | ? | |
Syphon Filter: Logan's Shadow | SCUS_975.84 | ? | ? | ? | |
WipEout Pulse | SCES_54748 | ? | ? | ? | |
XGRA: Extreme G Racing Association | SLUS_206.32 | ? | ? | ? | |
Yu-Gi-Oh! The Duelists of the Roses | SLUS_205.15 | ? | ? | ? | |
PaRappa the Rapper 2 | SCUS_971.67 | Fails | r10d | Haldrie | freezes after opening splash screen |
PopStar Guitar | NTSC? | ? | ? | ? | |
Portal Runner | SLUS_200.03 | ? | ? | ? | |
The Fast and the Furious | SLES_544.83 & SLUS_214.49 | ? | ? | ? | Game may stuck at loading screen |
Lara Croft Tomb Raider: The Angel of Darkness | SLUS_204.67 | Works | r10d | Haldrie |
View 'Discussion' bookmark for support.
'Old' topic about ESR: