Install and troubleshoot

Lichii Emulator Setup & Troubleshooting

Go from a fresh download to your first launch. Set up your controls, bring in your games, and get past the problems standing in the way.

Detached controllers, USB-C connections and an illustrative gamepad mapping screen for Lichii Emulator setup
Illustration · Lichii Emulator setup guide
Latest recorded build build-88 Pre-release Published November 6, 2026

Three platforms

How to Install Lichii Emulator

Choose your platform for a step-by-step install.

Lichii Setup on Windows

  1. Download the current Windows file(s) lichii-windows-x86_64.zip (x86_64) from the official build-88 and keep the original filename.
  2. Extract the archive into a folder you can write to. Do not run an executable directly from the compressed archive.
  3. Start lichii.exe from the extracted folder. If Windows shows a security prompt, verify that the file came from the official release link before choosing whether to continue.

Need a different package? Browse windows downloads.

Lichii Setup on Linux

  1. Choose the published Linux file 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) whose architecture matches your system, then download it from the linked release.
  2. For lichii-linux-aarch64.AppImage, run chmod +x 'lichii-linux-aarch64.AppImage' in the directory containing the download, then launch that AppImage.
  3. For lichii-linux-aarch64.tar.gz, extract the archive first and launch the included executable from the extracted folder. If it reports a missing glibc or Qt dependency, check the selected release notes and issue source for the required version.
  4. Keep the release URL and build tag with the installed file so a later compatibility result can be matched to the same build.

Release guidance

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

Need a different package? Browse linux downloads.

Lichii Setup on macOS

  1. Choose the published macOS file lichii-macos-arm64.dmg (arm64), lichii-macos-arm64.zip (arm64) whose architecture matches your system, then download it from the linked release.
  2. For lichii-macos-arm64.dmg, open the DMG and move the application to a location you control, such as Applications.
  3. For lichii-macos-arm64.zip, open the ZIP, move the application to a location you control, then right-click it and choose Open the first time if macOS asks for confirmation.
  4. If macOS displays a security warning, check the download against its official release before proceeding. Keep normal system protections enabled.
  5. Launch Lichii from the application location you chose.

Release guidance

  • macOS arm64 package requires macOS 15 or newer.

Need a different package? Browse macos downloads.

First launch

Initial Configuration

Make the first launch yours: a comfortable controller layout, the right graphics settings, and your own game library.

Graphics

Start with the graphics settings described in your build's release notes. Change one setting at a time and keep the build tag with any result you record.

For a game-specific starting point, open its compatibility report.

Input devices

Connect your controller, map the buttons, then save the profile. If a button doesn't work, search for your controller model and Lichii build in the troubleshooting section.

Your game files

Add your own legally obtained games through Lichii's library or game-file control. Games, keys, and firmware are supplied separately.

Current official setup notes

  • 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.

Get back to the game

Common Lichii Errors and Fixes

128 issue entries

GitHub issue · open

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

Game: Zelda: Ocarina of Time OS: 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

Game: Zelda: Ocarina of Time OS: 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]

Game: Zelda: Ocarina of Time OS: Linux Build: 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

Game: Zelda: Ocarina of Time OS: Windows 11 Build: 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)

Game: 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

Game: Zelda: Ocarina of Time OS: Windows 10 Build: 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)

Game: 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)

Game: 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

Game: Zelda: Ocarina of Time OS: Windows 10 Build: 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

Game: 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 (Switch 2) gets stuck at "Building 9 shaders" on AMD RX 6750 XT

Game: The Legend of Zelda: Ocarina of Time OS: Windows 11 Build: 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

Game: Zelda: Ocarina of Time OS: Windows 11 Build: 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.

Suggested fix: 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

Game: Zelda: Ocarina of Time OS: Windows 11 Build: 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

Game: Zelda: Ocarina of Time OS: 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

Game: 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.

Game: Zelda: Ocarina of Time OS: Windows 11 Build: 83

Slows when booting.

GitHub issue · open

Ocarina of Time harvest fork: findings and open tasks

Game: 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

Game: Zelda: Ocarina of Time OS: Linux Build: 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

Game: Zelda: Ocarina of Time OS: Windows 11 Build: 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

Game: Zelda: Ocarina of Time OS: Windows 11 25H2 (build 26200) Build: 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%

Game: Zelda: Ocarina of Time OS: Windows 11 Build: 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.

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

GitHub issue · open

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

Game: The Legend of Zelda: Ocarina of Time OS: 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)

Game: Zelda: Ocarina of Time OS: Bazzite (Fedora Atomic 45), kernel 7.2.15, KDE Plasma Wayland / Gamescope session Build: 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

Game: Zelda: Ocarina of Time OS: 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

Game: The Legend of Zelda: Ocarina of Time OS: Gentoo Linux Build: 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)

Game: The Legend of Zelda: Ocarina of Time OS: 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)

Game: 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)

Game: 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)

Game: The Legend of Zelda: Ocarina of Time Build: Lichii nx2 build 75

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

Suggested fix: 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)

Game: The Legend of Zelda: Ocarina of Time Build: 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)

Game: The Legend of Zelda: Ocarina of Time OS: 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)

Game: The Legend of Zelda: Ocarina of Time OS: 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)

Game: The Legend of Zelda: Ocarina of Time OS: Windows 11 Version 26H2 Build: Build 75

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

Suggested fix: 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)

Game: The Legend of Zelda: Ocarina of Time Build: build 75

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

Suggested fix: 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)

Game: The Legend of Zelda: Ocarina of Time OS: 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.

Suggested fix: 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)

Game: The Legend of Zelda: Ocarina of Time Build: 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)

Game: 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)

Game: The Legend of Zelda: Ocarina of Time OS: Linux (CachyOS) Build: 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)

Game: The Legend of Zelda: Ocarina of Time OS: Windows 10 22H2 (19045.6466) Build: `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

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

Game: The Legend of Zelda: Ocarina of Time OS: Windows 11 Build: 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

Game: The Legend of Zelda: Ocarina of Time OS: Windows 11 Build: 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

Game: The Legend of Zelda: Ocarina of Time OS: Windows 11 26H2 Build: 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

Game: The Legend of Zelda: Ocarina of Time OS: Linux 7.2.6, ArmadaOS (Fedora 44 based) Build: 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

[GBug] Zelda OOTR Won't Load

Game: The Legend of Zelda: Ocarina of Time OS: Windows 11 Build: 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

Game: The Legend of Zelda: Ocarina of Time Build: 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

Game: The Legend of Zelda: Ocarina of Time OS: Windows Build: R75 PGO

A user reports a black screen past the title screen.

GitHub issue · closed

[GBug]

Game: The Legend of Zelda: Ocarina of Time OS: Windows 11 26H2 (Build 26300.9818) Build: 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

Game: Zelda: Ocarina of Time Build: 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.

Game check

Check Game Compatibility

Setup FAQ

Setup FAQ

Should I remove the old version first?

Keep your working version until the new build is installed and tested. Back up save data and configuration before switching builds.

What should I check if Windows reports a missing dependency?

Keep all companion files from the same release together with lichii.exe. Search the exact dependency message in the release notes or issue tracker.

The controller works in menus but not in my game. What next?

Recheck the input profile and button mappings, then search for the controller model or game in the troubleshooting section.

Why does a closed issue still appear here?

Closed is the issue tracker's status. Read the discussion to find whether it was fixed, moved, or closed for another reason, and which build is affected.

What should I include when asking for help?

Include the Lichii build, OS, GPU and driver, the full error text, and the steps that trigger it. Note whether it also happens in a previously working build.