Installation et dépannage

Installer et dépanner Lichii Emulator

Du téléchargement au premier lancement, configurez vos commandes, ajoutez vos jeux et résolvez les problèmes qui vous bloquent.

Manettes détachées, connexions USB-C et écran illustrant l’affectation des boutons dans le guide d’installation de Lichii Emulator
Illustration · Guide d’installation de Lichii Emulator
Latest recorded build build-88 Pre-release Published November 6, 2026

Trois plateformes

Comment installer Lichii Emulator

Choisissez votre plateforme pour suivre l’installation pas à pas.

Installer Lichii sous Windows

  1. Téléchargez les fichiers Windows actuellement proposés (lichii-windows-x86_64.zip (x86_64)) depuis la version officielle build-88 et conservez leur nom d’origine.
  2. Extrayez l’archive dans un dossier où vous avez les droits d’écriture. Ne lancez pas l’exécutable directement depuis l’archive compressée.
  3. Lancez lichii.exe depuis le dossier d’extraction. Si Windows affiche un avertissement de sécurité, vérifiez que le fichier provient du lien officiel de la version avant de décider de poursuivre.

Besoin d’un autre fichier ? Voir les téléchargements pour windows.

Installer Lichii sous Linux

  1. Choisissez parmi les fichiers Linux publiés (lichii-linux-aarch64.AppImage (arm64), lichii-linux-aarch64.tar.gz (arm64), lichii-linux-x86_64.AppImage (x86_64), lichii-linux-x86_64.tar.gz (x86_64)) celui qui correspond à l’architecture de votre système, puis téléchargez-le depuis le lien de la version.
  2. Pour lichii-linux-aarch64.AppImage, exécutez chmod +x 'lichii-linux-aarch64.AppImage' dans le dossier du téléchargement, puis lancez cette AppImage.
  3. Pour lichii-linux-aarch64.tar.gz, extrayez d’abord l’archive, puis lancez l’exécutable depuis le dossier d’extraction. Si un message signale une dépendance glibc ou Qt manquante, consultez les notes de la version sélectionnée et le ticket d’origine pour connaître la version requise.
  4. Conservez l’URL et le tag de la version avec le fichier installé pour pouvoir rattacher vos futurs résultats de compatibilité à la même version.

Indications de la version

  • Linux AppImage requires glibc 2.39 or newer.
  • Linux tar.gz uses system libraries; Qt 6 and the usual libraries must be installed.

Besoin d’un autre fichier ? Voir les téléchargements pour linux.

Installer Lichii sous macOS

  1. Choisissez parmi les fichiers macOS publiés (lichii-macos-arm64.dmg (arm64), lichii-macos-arm64.zip (arm64)) celui qui correspond à l’architecture de votre système, puis téléchargez-le depuis le lien de la version.
  2. Pour lichii-macos-arm64.dmg, ouvrez le DMG et déplacez l’application dans un dossier que vous gérez, par exemple Applications.
  3. Pour lichii-macos-arm64.zip, ouvrez le ZIP et déplacez l’application dans un dossier que vous gérez. Si macOS demande une confirmation au premier lancement, faites un clic droit sur l’application et choisissez Ouvrir.
  4. Si macOS affiche un avertissement de sécurité, comparez votre téléchargement à la version officielle avant de poursuivre. Laissez les protections habituelles du système activées.
  5. Lancez Lichii depuis le dossier où vous avez placé l’application.

Indications de la version

  • macOS arm64 package requires macOS 15 or newer.

Besoin d’un autre fichier ? Voir les téléchargements pour macos.

Premier lancement

Configuration initiale

Configurez Lichii dès le premier lancement : choisissez la disposition de manette qui vous convient, réglez les graphismes et ajoutez votre bibliothèque de jeux.

Graphismes

Commencez par les réglages graphiques décrits dans les notes de votre version. Changez un seul réglage à la fois et notez le tag de la version avec vos résultats.

Pour trouver des réglages de départ adaptés à un jeu, ouvrez son rapport de compatibilité.

Périphériques d’entrée

Connectez votre manette, attribuez les boutons, puis enregistrez le profil. Si un bouton ne fonctionne pas, recherchez le modèle de votre manette et votre version de Lichii dans la section de dépannage.

Vos fichiers de jeu

Ajoutez vos jeux obtenus légalement depuis la bibliothèque ou l’option d’ouverture de fichiers de jeu de Lichii. Les jeux, les clés et le micrologiciel sont à fournir séparément.

Notes officielles d’installation actuelles

  • Games and system files are not included; use only games and system files you have legally obtained.
  • The rebrand retains the existing Eden/Eglantine data directories and configuration keys. It does not move or delete saves, settings or shader caches.
  • Back up saves before testing experimental builds.
  • Before changing settings, try booting games with stock options.

Reprendre la partie

Erreurs fréquentes dans Lichii et solutions

128 problèmes dans la liste

GitHub issue · open

macOS/MoltenVK: Ocarina of Time (0400486024DEC000) kills or hangs the Metal device at the intro-video boundary

Jeu : Zelda: Ocarina of Time Système : macOS 27.2 (26B123)

On macOS arm64 through MoltenVK, the Metal device may be lost or the GPU thread may hang at the intro-video/gameplay boundary. A commenter attributes the device loss to an attachment-less framebuffer reaching 32768×32768, above the stated Apple GPU limit of 16384.

GitHub issue · open

macOS/MoltenVK: Ocarina of Time (0400486024DEC000) kills or hangs the Metal device at the intro-video boundary

Jeu : Zelda: Ocarina of Time Système : macOS 27.2 (26B123)

After a local workaround for device loss, a commenter reports that the 3D scene remains black while sound and subtitles work on an older Eglantine fork; current nx2 behavior was not yet checked.

GitHub issue · open

[Crash]

Jeu : Zelda: Ocarina of Time Système : Linux Version : 88

User reports a crash when opening the game on Arch Linux with an AMD Radeon AI PRO R9700 (9070XT); the console reports a segmentation fault.

GitHub issue · open

[Crash] AMD Crash/AudioDesync

Jeu : Zelda: Ocarina of Time Système : Windows 11 Version : nx2-build-83

User reports audio/video desynchronization during the opening cutscene and a system freeze at the Deku Tree cutscene on Vulkan with an AMD RX 9000 series GPU. Comments report crashes on AMD GPUs, including while building shaders. One commenter reports that OpenGL GLSL stops the crashes but leaves only the UI visible.

GitHub issue · open

[AMD RX 9070 XT] Black screen with UI visible and GPU driver timeout (Build 88)

Jeu : Zelda: Ocarina of Time

On some AMD GPUs, the UI may remain visible while the 3D world is black; reports also describe AMD driver timeouts or crashes.

GitHub issue · open

[Crash] Ocarina of Time (0400486024DEC000): freezes in Hyrule Castle Town pot room near the guard

Jeu : Zelda: Ocarina of Time Système : Windows 10 Version : perf/frizti-integration build-85

User-reported reproducible freeze when walking deeper into the pot room in Hyrule Castle Town, near the guard.

GitHub issue · open

[GBug] Ocarina of Time (0400486024DEC000): gameplay settles at ~29 fps, CPU-bound on two cores (build 75)

Jeu : The Legend of Zelda: Ocarina of Time

User reports describe gameplay performance below 60 FPS on multiple systems and builds. One report also describes a black 3D screen in Handheld mode; switching to Docked allowed rendering.

GitHub issue · open

[GBug] Ocarina of Time (0400486024DEC000): gameplay settles at ~29 fps, CPU-bound on two cores (build 75)

Jeu : The Legend of Zelda: Ocarina of Time

A user report says resolution 2X caused flicker or line artifacts; a separate candidate-build report says the release's overexposure warning was not cleared by its limited test.

GitHub issue · open

[Crash] AMD Ocarina of time Doesn't Start

Jeu : Zelda: Ocarina of Time Système : Windows 10 Version : build 83

The issue reporter using an AMD RX 6600 8GB on Windows 10 reports that the emulator starts loading and then remains on a black screen.

GitHub issue · open

[Crash] AMD Ocarina of time Doesn't Start

Jeu : Zelda: Ocarina of Time

Commenters report rendering failures, black screens, and AMD driver crashes; one reports that audio continues while rendering is crashed.

GitHub issue · open

Ocarina of Time: frame dump findings (overlay source, bloom/exposure, missing vegetation, rejected gathers)

Jeu : Ocarina of Time

A half-resolution layer drawn by pixel shader c72b6ea746c00433 causes dark blotches and translucent patches over objects in reported scenes. Users traced the issue to an occlusion-depth copy being wiped by deferred clears before the layer samples it.

Solution proposée : A user-reported workaround is EDEN_NX2_REJECT_HASH=c72b6ea746c00433; it removes the blotches in tested scenes but removes the river's visible water surface. Another user described PR #185 as fixing the ordering issue, but did not provide a tested result for that fix.

GitHub issue · open

Ocarina of Time: frame dump findings (overlay source, bloom/exposure, missing vegetation, rejected gathers)

Jeu : Ocarina of Time Système : Windows Version : build-80

The Deku Tree exterior cutscene can render black except for a small area around Navi; a user also reported an AMD graphics-driver crash while building graphics pipelines in that scene.

GitHub issue · open

Ocarina of Time: frame dump findings (overlay source, bloom/exposure, missing vegetation, rejected gathers)

Jeu : Ocarina of Time

Users reported missing grass, ferns, and broadleaf vegetation, with associated haze or overexposure in Kokiri Forest. A user reported that a local build with listed rendering commits restored grass and ferns and removed heavy haze in one location; a later comment proposed PR #204 for stale occlusion-query reads, but did not report a test result for that PR.

GitHub issue · open

Ocarina of Time: frame dump findings (overlay source, bloom/exposure, missing vegetation, rejected gathers)

Jeu : Ocarina of Time Système : Ubuntu 24.04 Version : Frizti v2 (oot-gather-fix @ 765659a) plus port of #204

A user reported river-water flicker depending on sun direction relative to the camera; the proposed link to lighting or light volumes was unconfirmed.

GitHub issue · open

Ocarina of Time: frame dump findings (overlay source, bloom/exposure, missing vegetation, rejected gathers)

Jeu : Ocarina of Time Système : Windows 11 24H2 Version : nx2 with extra PRs

A user reported zero-format texture assertions, Unmapped Device ReadBlock errors, and flickering terrain and subtitles; causation was not established.

GitHub issue · open

Ocarina of Time (Switch 2) gets stuck at "Building 9 shaders" on AMD RX 6750 XT

Jeu : The Legend of Zelda: Ocarina of Time Système : Windows 11 Version : build-75

On AMD RDNA2 GPUs, the game may freeze during shader or pipeline building, sometimes with background audio continuing. A commenter also reports black-screen or shader-building hangs with asynchronous shader compilation enabled.

GitHub issue · open

[GBug] Ocarina of Time (0400486024DEC000): intro freezes for 6 to 18 minutes on AMD while the driver optimizes two compute shaders

Jeu : Zelda: Ocarina of Time Système : Windows 11 Version : nx2 `27226d256`; also official `nx2-build-75`

On AMD's proprietary Windows driver, two compute pipelines can take 6 to 18 minutes to compile during the intro, leaving the game at 0 FPS while audio continues. Rejecting the shader hashes avoids the wait but causes black areas in the intro, title, and castle scenes.

Solution proposée : Leave the game at the intro for about 20 minutes once so both pipelines finish and are cached; later boots reportedly pass the intro immediately until the driver or Lichii is updated. Alternatively, set `EDEN_NX2_REJECT_HASH=eff3ccbe1438679d,f9ea14a22394f5b1`; this avoids the wait but leaves parts of the picture black.

GitHub issue · open

[Perf] OoT (0400486024DEC000): per-fence Preflushable buffer downloads (~430 MB/s) are the biggest GPU back-thread cost; batching them gives +55% draws/s but breaks exposure

Jeu : Zelda: Ocarina of Time Système : Windows 11 Version : nx2 @ 27226d2 plus two measurement-only commits

In the measurement-only experiment, disabling per-fence Preflushable downloads or batching downloads by 64 fences caused overexposure in Kokiri Forest.

GitHub issue · open

[Perf] OoT (0400486024DEC000): per-fence Preflushable buffer downloads (~430 MB/s) are the biggest GPU back-thread cost; batching them gives +55% draws/s but breaks exposure

Jeu : Zelda: Ocarina of Time Système : Linux, Fedora 44

A commenter reports that an experimental compute storage write-extent analysis reduced marked GPU-written data and fence copies while preserving correct auto-exposure. It was described as code on a user's branch, not as an upstream or validated release fix.

GitHub issue · open

[Perf] OoT (0400486024DEC000): per-fence Preflushable buffer downloads (~430 MB/s) are the biggest GPU back-thread cost; batching them gives +55% draws/s but breaks exposure

Jeu : Zelda: Ocarina of Time

Static review and a separate research comment describe read-trap bookkeeping and dirty-state issues that can leave stale GPU-written data when per-fence downloads are disabled; proposed corrections and batching remain untested or local experiments.

GitHub issue · open

[VBug] OoT Slows when booting.

Jeu : Zelda: Ocarina of Time Système : Windows 11 Version : 83

Slows when booting.

GitHub issue · open

Ocarina of Time harvest fork: findings and open tasks

Jeu : Zelda: Ocarina of Time

Community comments describe AMD black or corrupted-world output, fragment-pipeline compiler crashes on Windows, later timeouts or TFB stalls, corrupted output, and a RADV depth-image SPIR-V failure. These are separate reported cases; the comments do not establish a universal cause or resolution.

GitHub issue · open

[Crash] Linux/RADV (RX 9070 XT): invalid SPIR-V fragment shader (depth image u32 sampled as f32) segfaults in VkPipelineBuild, Ocarina of Time

Jeu : Zelda: Ocarina of Time Système : Linux Version : build 83 (clang 23.1.6)

User reports a segfault during gameplay on Linux with an AMD RX 9000-series GPU and RADV, when a graphics pipeline is built for an invalid fragment shader.

GitHub issue · open

[Bug] Windows build-83 can hang on Closing software after OoT gameplay

Jeu : Zelda: Ocarina of Time Système : Windows 11 Version : build-83

On Windows build-83, shutdown can hang at “Closing software…” after gameplay. Some sessions completed shutdown successfully; the cause is undetermined.

GitHub issue · open

[GBug] OoT (0400486024DEC000): the same ~60 cached graphics pipelines are rebuilt on the GPU thread every boot

Jeu : Zelda: Ocarina of Time Système : Windows 11 25H2 (build 26200) Version : build-83 (PGO, Windows x86_64)

Persistent graphics pipeline cache entries are reportedly rebuilt on the GPU thread during gameplay on repeated boots, causing a visible hitch.

GitHub issue · open

[VBug] Oot is in a "nightmare mode"? also gameplay speed is at like 30%

Jeu : Zelda: Ocarina of Time Système : Windows 11 Version : build-83

With GPU Mode: Accurate (High), gameplay may run in slow motion at about 30 FPS; shader compilation can cause stutter on new content.

Solution proposée : Set GPU Mode to Fast; the commenter reports this resolved the slow gameplay for their setup.

GitHub issue · open

[GBug] Black Screen In AMD - Zelda Ocarina Of Time

Jeu : Zelda Ocarina of Time Système : Windows 11; comments also report Windows 10 and Linux Version : 75

Black screen after boot; some reports say sound and the title/logo work.

GitHub issue · open

[GBug] Black Screen In AMD - Zelda Ocarina Of Time

Jeu : Zelda Ocarina of Time Système : Windows 11 24H2 Version : nx2-build-83

On build-83, one user reports a solid-green displayed image although a screen capture shows the game rendering correctly.

GitHub issue · open

[GBug] Black Screen In AMD - Zelda Ocarina Of Time

Jeu : Zelda Ocarina of Time Système : Windows Version : build 83

On build 83, a user reports device loss at gameplay start with VK_ERROR_DEVICE_LOST.

GitHub issue · open

[Crash] Ocarina of Time: AMD RX 7900 XTX driver timeout / device lost at gameplay start, gone with #150 reverted

Jeu : The Legend of Zelda: Ocarina of Time Système : Windows

User reports GPU driver timeout or device loss when gameplay starts on AMD Windows systems, including RX 7900 XTX and RX 9060 XT. Reports associate the issue with #150 pointer-binding changes, but this is an unconfirmed hypothesis.

GitHub issue · open

[GBug] Ocarina of Time on RADV (RX 9070 XT): 28-35 fps, 35 ms frame with no saturated thread (translation/sync bound)

Jeu : Zelda: Ocarina of Time Système : Bazzite (Fedora Atomic 45), kernel 7.2.15, KDE Plasma Wayland / Gamescope session Version : nx2 `5a50f50e0b` (official PGO artifact of build-80)

PGO artifact crashes in dynarmic with Unhandled SIGSEGV after 2–10 minutes on the reported machine.

GitHub issue · open

[GBug] Zelda: Ocarina of Time (0400486024DEC000): the audio plays a different part of the stream than the picture

Jeu : Zelda: Ocarina of Time Système : Windows 11

Clean audio from a different point of the game plays while the intro image is displayed; audio and picture are substantially out of sync.

GitHub issue · open

Ocarina of Time (0400486024DEC000) build-75: macro parameter desync + unknown texture format 100, broken lighting/bloom and corrupted textures

Jeu : The Legend of Zelda: Ocarina of Time Système : Gentoo Linux Version : build-75

On build-75, user reports over-bright bloom/glow, overly dense fog, incorrect lighting, and some textures decoded as garbage; logs include macro-parameter assertions and an unknown texture format 100.

GitHub issue · open

[VBug] OoT (0400486024DEC000): textures flicker with Low GPU accuracy + EDEN_NX2_SPLIT=2 on AMD RX 9070 XT; High fixes it but turns the split off (~9 fps)

Jeu : The Legend of Zelda: Ocarina of Time Système : Windows 11

Textures and surfaces flicker with Low GPU accuracy and EDEN_NX2_SPLIT=2 on Radeon RX 9070 XT; some surfaces remain white temporarily.

GitHub issue · open

[VBug] OoT (0400486024DEC000): textures flicker with Low GPU accuracy + EDEN_NX2_SPLIT=2 on AMD RX 9070 XT; High fixes it but turns the split off (~9 fps)

Jeu : The Legend of Zelda: Ocarina of Time

Outdoor haze is very strong, and the river surface can appear dark or black.

GitHub issue · open

[VBug] OoT (0400486024DEC000): textures flicker with Low GPU accuracy + EDEN_NX2_SPLIT=2 on AMD RX 9070 XT; High fixes it but turns the split off (~9 fps)

Jeu : The Legend of Zelda: Ocarina of Time

A commenter reports being unable to load a save, with the PC hard-locking or freezing before recovering after a driver crash or timeout; same GPU, 32GB RAM, and i7 9700K.

GitHub issue · closed

[GBug] Ocarina of Time: black 3D gameplay screen; HUD remains visible (Lichii build 75)

Jeu : The Legend of Zelda: Ocarina of Time Version : Lichii nx2 build 75

The 3D gameplay scene can appear black while the HUD remains visible.

Solution proposée : Switch to Docked mode; one commenter reported this resolved the black screen. Other reports say this workaround did not help.

GitHub issue · closed

[GBug] Ocarina of Time: black 3D gameplay screen; HUD remains visible (Lichii build 75)

Jeu : The Legend of Zelda: Ocarina of Time Version : Lichii build 75

A commenter reported stuttering, FPS drops, and overexposure after switching to Docked mode.

GitHub issue · closed

[GBug] Ocarina of Time: black 3D gameplay screen; HUD remains visible (Lichii build 75)

Jeu : The Legend of Zelda: Ocarina of Time Système : Windows 11

A commenter reported flickering shadows and trees with no leaves.

GitHub issue · closed

[GBug] Ocarina of Time: black 3D gameplay screen; HUD remains visible (Lichii build 75)

Jeu : The Legend of Zelda: Ocarina of Time Système : Windows 11

A commenter reported audio playing ahead of the video during the intro.

GitHub issue · open

[VBug] Doesn't work for AMD GPU - 9070 XT (The Legend of Boy in Green Hat)

Jeu : The Legend of Zelda: Ocarina of Time Système : Windows 11 Version 26H2 Version : Build 75

With use_disk_shader_cache = true, subsequent boots hang indefinitely at Loading Shaders 25 / 27.

Solution proposée : Delete cache/shader/0400486024dec000 and set use_disk_shader_cache = false; the reporter says this resolves the startup freeze.

GitHub issue · open

[VBug] Doesn't work for AMD GPU - 9070 XT (The Legend of Boy in Green Hat)

Jeu : The Legend of Zelda: Ocarina of Time Version : build 75

Black screen after the intro on AMD RX 9070 XT; the game's 1080p upscaler shader is rejected.

Solution proposée : Comment reports that #112 fixes the shader rejection; its CI build is fix/oot-upscaler-gathers / 7459f10 (build-80), and the fix is on nx2, but not in a release yet.

GitHub issue · open

[VBug] Doesn't work for AMD GPU - 9070 XT (The Legend of Boy in Green Hat)

Jeu : The Legend of Zelda: Ocarina of Time Système : Windows 11

On AMD, the world is black except around Navi and Link; an RX 6800 XT reporter says the workaround still leaves all 3D geometry black.

Solution proposée : Comment reports that #127 fixes AMD-only demote reordering. Before it is merged, setting EDEN_NX2_REJECT_HASH=e40561a7a0f7a0b3 in %APPDATA%\eden\nx2_switches.txt makes the world visible on the RX 9070 XT report; another reporter says it does not resolve 3D rendering on the RX 6800 XT.

GitHub issue · open

[VBug] Doesn't work for AMD GPU - 9070 XT (The Legend of Boy in Green Hat)

Jeu : The Legend of Zelda: Ocarina of Time Version : build 75

Texture flicker with Low GPU accuracy and GPU thread split on AMD RX 9070 XT.

GitHub issue · open

[VBug] Doesn't work for AMD GPU - 9070 XT (The Legend of Boy in Green Hat)

Jeu : The Legend of Zelda: Ocarina of Time

Handheld mode is reported as much brighter and blurrier than Docked mode.

GitHub issue · open

[VBug] Ocarina of Time: AV1 cutscenes render solid green on AMD/RADV (audio and subtitles OK)

Jeu : The Legend of Zelda: Ocarina of Time Système : Linux (CachyOS) Version : 75 (`nx2-build-75`, Linux x86_64 PGO AppImage)

On Linux with AMD/RADV, AV1 intro cutscene video renders solid green while audio and subtitles work.

GitHub issue · open

[VBug] Ocarina of Time: AV1 cutscenes render solid green on AMD/RADV (audio and subtitles OK)

Jeu : The Legend of Zelda: Ocarina of Time Système : Windows 10 22H2 (19045.6466) Version : `nx2-build-75`, MSVC x86_64 (`lichii-windows-x86_64.zip`)

On Windows 10 with AMD, the intro AV1 cutscene shows a black video layer with working audio and subtitles, then the emulator hangs indefinitely.

GitHub issue · open

[VBug] OOT eventually turns into hard black screen outside of captions in handheld mode, renders as though looking through vaseline in docked mode

Jeu : Ocarina of Time Système : Linux (Gentoo); Cachyos Version : 75

Black screen or intermittent black-screen flashes during gameplay and GDT; additional reports describe distorted docked rendering, overly bright and low-resolution handheld rendering, and intro audio ahead of video.

GitHub issue · open

[Build] Tree does not compile with clang-cl on Windows (NOMINMAX and FARPROC casts)

Jeu : The Legend of Zelda: Ocarina of Time Système : Windows 11 Version : b8c812b18

A local ClangCL build of b8c812b18 stalled at max present 8 and showed no frames; a local MSVC build of the same commit stalled at max present 8 and died within a minute, unlike the reported build-75 release.

GitHub issue · open

[GBug] Ocarina of Time / Audio Desync

Jeu : The Legend of Zelda: Ocarina of Time Système : Windows 11 Version : 75

User reports audio/video desynchronization on the title screen and intro; a commenter reports slow-motion live-rendered title-screen video with audio leading by approximately three seconds, worsening by the initial dream cutscene.

GitHub issue · open

[VBug] [nx2-build-75] Zelda: Ocarina of Time (0400486024DEC000) black screen — no AV1 decoder

Jeu : The Legend of Zelda: Ocarina of Time Système : Windows 11 26H2 Version : 75

User reports a black screen after the game's AV1 video streams fail to decode; FFmpeg reports no decoder for "video/av1". The game idles indefinitely on a black frame.

GitHub issue · open

[GBug] Ocarina of Time (0400486024DEC000): black screen on Adreno 740/Turnip, pipeline builders stuck in driver until memory runs out

Jeu : The Legend of Zelda: Ocarina of Time Système : Linux 7.2.6, ArmadaOS (Fedora 44 based) Version : build-75

On Adreno 740 with Turnip, large native compute-shader pipelines can keep Vulkan pipeline-builder workers busy, consume substantial memory, and result in a black screen; some tests also reported GPU hangs or device loss.

GitHub issue · open

[Crash] infinite launch screen with legend of zelda ocarina of time

Jeu : Other / not listed Système : Windows 10 Version : 286117c7e0-nx2

Infinite startup launch loop when booting the .NUP version.

GitHub issue · open

[GBug] Zelda OOTR Won't Load

Jeu : The Legend of Zelda: Ocarina of Time Système : Windows 11 Version : 70

Issue reporter says Zelda Ocarina Of Time Remake stays on "Launching..." indefinitely; the log records an emulated program break with error F001. Other reports mention an infinite launch screen.

GitHub issue · open

[GBug] Zelda OOTR Won't Load

Jeu : The Legend of Zelda: Ocarina of Time Version : release-binaries #75

A user reports severe shader problems with white visuals; handheld mode shows a black screen.

GitHub issue · open

[GBug] Zelda OOTR Won't Load

Jeu : The Legend of Zelda: Ocarina of Time Système : Windows Version : R75 PGO

A user reports a black screen past the title screen.

GitHub issue · closed

[GBug]

Jeu : The Legend of Zelda: Ocarina of Time Système : Windows 11 26H2 (Build 26300.9818) Version : Lichii Development Build — nx2-build-75

The 3D gameplay scene is black while HUD elements remain visible; menus and item preview can render correctly.

Lichii release

Release note · build-75

Jeu : Zelda: Ocarina of Time Version : build-75

Outdoor areas have far too much fog and glow compared with console; performance is about 12–22 fps on a Ryzen 5900X with an RTX 3080, and three rare shaders remain unsupported.

Vérification des jeux

Vérifier la compatibilité d’un jeu

Questions sur l’installation

FAQ sur l’installation

Dois-je d’abord supprimer l’ancienne version ?

Gardez la version qui fonctionne jusqu’à ce que la nouvelle soit installée et testée. Sauvegardez vos parties et votre configuration avant de changer de version.

Que vérifier si Windows signale une dépendance manquante ?

Conservez tous les fichiers associés de la même version dans le même dossier que lichii.exe. Recherchez le message exact de dépendance dans les notes de version ou le suivi des tickets.

La manette fonctionne dans les menus, mais pas dans mon jeu. Que faire ?

Vérifiez le profil de la manette et l’affectation des boutons, puis recherchez le modèle ou le jeu dans la section de dépannage.

Pourquoi un ticket fermé apparaît-il encore ici ?

« Fermé » est le statut dans le suivi des tickets. Lisez la discussion pour savoir si le problème a été résolu, déplacé ou si le ticket a été fermé pour une autre raison, et quelle version est concernée.

Quelles informations fournir lorsque je demande de l’aide ?

Indiquez la version de Lichii, le système d’exploitation, le GPU et son pilote, le texte complet de l’erreur et les étapes qui la déclenchent. Précisez si elle survient aussi dans une version qui fonctionnait auparavant.