Repository navigation
Releases
Aubépine 2026-11-10: Lichii update, closing fix, Zelda ocarina and FSR 4
Prebuilt Aubépine for Windows x64, from commit 837d899 of the pattex branch: Lichii nx2 of 2026-11-10 (bcb37c49f7, build 125 and later) with Lichii PR Eglantine-Community#573, the image store bounds checks of CheezerWheezer's "AMD Superior" build (as ported to Fritchii by Frizti), fixes from Orchid, Satsuma, Nemyu and a Lichii branch, and our own commits (all listed in pattex/README.md).
Unzip anywhere and run eglantine.exe. If it does not start, install vc_redist.x64.exe (included). Only play games you own and dumped yourself: no keys, firmware or game files are included; use your own.
Made on an AMD Radeon. Developed and tested on a Radeon RX 9070 XT with the AMD driver; not tested on NVIDIA or Intel GPUs.
What changed since aubepine-2026-11-09
25 Lichii commits, among them:
- Closing the emulator no longer hangs when a game thread was waiting on the GPU right as it stopped (#1058).
- Ocarina of Time: the ocarina's crackle is gone (ADPCM sign fix, #1196); AMD FSR 3.1 in place of the game's anti-aliasing network (#1060, #1061); AMD FSR 4 through AMD's official FidelityFX runtime, which you download from AMD when you choose it (#1062; FSR 3.1 and FSR 4 not tried here yet).
- Memory a game destroys is unmapped from every GPU range still pointing at it (#1199); our Yoshi fix that drops the caches over that memory is kept.
- Evicted pipelines keep their storage buffer pointers when translated again (#1143);
nxformat.dll1.0.1, loaded on demand (#1078, #1127); a join's upload is skipped when layer copies overwrite it (#1079). - On its first start this version asks once whether to use Lichii's recommended performance settings (#1200). They replace yours, including the memory layout (4 GB) and DMA accuracy; answer No to keep your own. Help > Restore My Previous Settings puts yours back after an apply.
State (Windows 11, Ryzen 7 9800X3D, Radeon RX 9070 XT, short sessions)
| Game | State |
|---|---|
| The Legend of Zelda: Ocarina of Time | 5 minutes from a save (GPU accuracy Low, DMA Unsafe): 59 FPS on average at full resolution, longest stutter 0.46 s (1.5 s in 2026-11-09), no rejected shaders, a clean close. |
| Kirby Air Riders | Updated game at 2x: a full race with its scenery, no grid, about 56 FPS once loaded, a clean close. One draw program still rejected, as before. Still seen: Kirby's model is dark on the vehicle select. |
| Mario Kart World, Yoshi and the Mysterious Book, Donkey Kong Bananza, Star Fox | Not run again on this version (Star Fox needs the window patch in pattex/star-fox/). |
| Metroid Prime 4 | Not run on this version yet. |
The changes of this fork were made with an AI assistant (Claude Opus 5.5) and tested by hand. Credits: Eden, Yuzu and Sudachi developers, Eglantine (Djihads80 and contributors), Lichii (zortos293 and its many contributors, sanchodecuba11-del for Eglantine-Community#573), Frizti (Fritchii) and CheezerWheezer (image store bounds checks), MythosOfs (Orchid), SkiierCo (Satsuma), Nemyu (Uesleizito Zin), PokeDinner (Franseven), Selevet Eglantine, monkeefunnee, Purebuilt (AMDEGL). GPLv3.
En français : mise à jour d'Aubépine pour Windows x64 sur Lichii du 10 novembre. Fermer l'émulateur ne bloque plus ; Zelda : plus de grésillement de l'ocarina, FSR 3.1 et FSR 4 (runtime officiel d'AMD, à télécharger depuis AMD si vous le choisissez) ; Zelda à 59 FPS en moyenne avec des saccades plus courtes ; Kirby 2x toujours sans maillage. Au premier lancement, la version propose une fois les réglages recommandés de Lichii : ils remplacent les vôtres (mémoire 4 Go et précision DMA comprises) ; répondez Non pour garder les vôtres, ou Aide > Restore My Previous Settings pour les remettre. Développée et testée sur une Radeon RX 9070 XT (pilote AMD). Dézipper et lancer eglantine.exe (installer vc_redist.x64.exe si besoin). Aucune clé, firmware ou jeu n'est fourni.
SHA-256 of the zip: B50985C0A50B481598431759AACE645184A119C8011CC140F3DAB3FFD21A38E7
Aubépine 2026-11-09: Lichii build 125, Zelda near 60 FPS, AMD texture fix
Prebuilt Aubépine for Windows x64, from commit e011a70 of the pattex branch: Lichii nx2 (build 125 and later, 3dae119aea) with Lichii PR Eglantine-Community#573, the image store bounds checks of CheezerWheezer's "AMD Superior" build (as ported to Fritchii by Frizti), fixes from Orchid, Satsuma, Nemyu and a Lichii branch, and our own commits (all listed in pattex/README.md).
Unzip anywhere and run eglantine.exe. If it does not start, install vc_redist.x64.exe (included). Only play games you own and dumped yourself: no keys, firmware or game files are included; use your own.
Made on an AMD Radeon. Developed and tested on a Radeon RX 9070 XT with the AMD driver; not tested on NVIDIA or Intel GPUs.
What changed since aubepine-2026-11-08d
- Lichii build 125 and later (55 commits), among them: its shader cache v2 (#1036), compute shaders prepared before the game starts (Eglantine-Community#781), the built-in FPS Unlock for Ocarina of Time (Eglantine-Community#655, it keeps the game's speed), the tomb's red line (Eglantine-Community#820) and a deferred clear fix (Eglantine-Community#699) in Ocarina of Time, Mario Kart World's karts on water (Eglantine-Community#690), DK Bananza faster on the split GPU thread (#858), no stale guest memory uploaded into new images (Eglantine-Community#818).
- Compiled shaders: Lichii's shader cache v2 replaces our
VK_KHR_pipeline_binaryport; AMD's driver cache keeps the compiled pipelines. The first boot of each game after updating compiles its shaders again (Kirby Air Riders: about 200 s), the next ones are fast (about 40 s). - AMD: the ASTC decoder and the unswizzle shaders check every image store against the image's edge (by Frizti and CheezerWheezer). On AMD, edge blocks of images whose size isn't a multiple of the block size wrote into other images (black blocks, a crosshatch) and could lose the GPU.
- Kirby Air Riders at 2x, updated game: the grid of dots was still there in the updated game, which renders its race at a dynamic 1712x960 inside larger mip chains; those now scale too.
eglantine.exenow needsnxformat.dll(included).
State (Windows 11, Ryzen 7 9800X3D, Radeon RX 9070 XT, short sessions)
| Game | State |
|---|---|
| The Legend of Zelda: Ocarina of Time | 6 minutes from a save (GPU accuracy Low, DMA Unsafe): about 58 FPS on average at full resolution, 60 most of the time, three stutters of 0.6 to 1.5 s, no rejected shaders (about 30 FPS with Dynamic FPS in 2026-11-08d). |
| Kirby Air Riders | Updated game at 2x: two races with their scenery, no grid, no rejected shaders. Still seen: Kirby's model is dark on the vehicle select, and the character preview is magenta for a moment. |
| Mario Kart World, Yoshi and the Mysterious Book, Donkey Kong Bananza, Star Fox | Not run again on this version: as in aubepine-2026-11-08d (Star Fox needs the window patch in pattex/star-fox/). |
| Metroid Prime 4 | Not run on this version yet. |
The changes of this fork were made with an AI assistant (Claude Opus 5.5) and tested by hand. Credits: Eden, Yuzu and Sudachi developers, Eglantine (Djihads80 and contributors), Lichii (zortos293 and its many contributors, sanchodecuba11-del for Eglantine-Community#573), Frizti (Fritchii) and CheezerWheezer (image store bounds checks), MythosOfs (Orchid), SkiierCo (Satsuma), Nemyu (Uesleizito Zin), PokeDinner (Franseven), Selevet Eglantine, monkeefunnee, Purebuilt (AMDEGL). GPLv3.
En français : nouvelle version compilée d'Aubépine pour Windows x64, sur la build 125 de Lichii. Zelda: Ocarina of Time tourne vers 60 FPS en pleine résolution (patch « FPS Unlock » intégré à Lichii, qui garde la vitesse du jeu ; environ 30 FPS avant). Sur AMD, le décodage des textures ASTC n'écrit plus hors des images (blocs noirs, puis perte du GPU). Kirby Air Riders s'affiche sans maillage en 2x aussi dans le jeu mis à jour. Les shaders compilés sont gardés par le cache de Lichii : le premier lancement de chaque jeu est plus long (environ 3 minutes pour Kirby), les suivants sont rapides. Développée et testée sur une Radeon RX 9070 XT (pilote AMD) ; pas testée sur NVIDIA ni Intel. Dézipper et lancer eglantine.exe (installer vc_redist.x64.exe si besoin). Aucune clé, firmware ou jeu n'est fourni : utilisez les vôtres.
SHA-256 of the zip: BCCF23ABED00AA676B295F72932119C97DEA9335E0A835590A00C14AE9C7AFE2
Aubépine 2026-11-08d: Kirby Air Riders at 2x resolution
Prebuilt Aubépine for Windows x64, from commit 560b631 of the pattex branch: Lichii nx2 (build 117 and later, aae0b063f7) with Lichii PR Eglantine-Community#573, the compiled-shader saving of CheezerWheezer's "AMD Superior" build, fixes from Orchid, Satsuma, Nemyu and a Lichii branch, and our own commits (all listed in pattex/README.md).
Unzip anywhere and run eglantine.exe. If it does not start, install vc_redist.x64.exe (included). Only play games you own and dumped yourself: no keys, firmware or game files are included; use your own.
Made on an AMD Radeon. Developed and tested on a Radeon RX 9070 XT with the AMD driver; not tested on NVIDIA or Intel GPUs.
What changed since aubepine-2026-11-08c
Kirby Air Riders at 2x resolution.
- The scenery is no longer black. At 2x the game's depth buffer (D24S8) is scaled by a helper because AMD has no blit for that format, and the helper read the image it was writing, so the scaled copy came out empty: races were black with checkerboards. It now reads the other copy (a bug since yuzu; it also affects MSAA images).
- No more grid of dots or dark characters. The race is rendered into images with a mip chain together with the depth buffer. Images with mips were never scaled, so the depth was scaled down and back up every frame, which keeps one depth sample in four; the main pass tests depth for equality and drew one pixel in four. Such images now scale while they are drawn with a depth buffer that scales (
EDEN_NX2_RESCALE_MIPS=0turns this off). Rescaling every mip chain blacked out Mario Kart World's races, so the rule is limited to this case; Mario Kart World was checked again at 2x. - Menus: four compute programs of the menus were rejected (TEX with its handle in a uniform register, on high registers); they now run.
These scaling fixes only act when resolution scaling is on; at 1x only the menu fix changes anything.
State (Windows 11, Ryzen 7 9800X3D, Radeon RX 9070 XT, short sessions)
| Game | State |
|---|---|
| Kirby Air Riders | 4-minute runs at 2x and 1x: menus and races with their scenery, no rejected shaders. Still seen at both resolutions: Kirby's model is dark on the vehicle select, and the character preview is magenta for a moment. Closing the emulator during a race can hang. |
| Mario Kart World | Checked again at 2x: menus, course flyovers and a race start render, no rejected shaders. |
| Yoshi and the Mysterious Book, Zelda: Ocarina of Time, Donkey Kong Bananza, Star Fox | Not run again: as in aubepine-2026-11-08c (Star Fox needs the window patch in pattex/star-fox/). |
| Metroid Prime 4 | Not run on this version yet. |
The changes of this fork were made with an AI assistant (Claude Opus 5.5) and tested by hand. Credits: Eden, Yuzu and Sudachi developers, Eglantine (Djihads80 and contributors), Lichii (zortos293 and its many contributors, sanchodecuba11-del for Eglantine-Community#573), MythosOfs (Orchid), SkiierCo (Satsuma), Nemyu (Uesleizito Zin), CheezerWheezer (compiled shader saving), PokeDinner (Franseven), Selevet Eglantine, monkeefunnee, Purebuilt (AMDEGL). GPLv3.
En français : nouvelle version compilée d'Aubépine pour Windows x64. Kirby Air Riders en résolution 2x : le décor n'est plus noir (la copie agrandie du tampon de profondeur était vide sur AMD) et la course n'est plus dessinée sur un pixel sur quatre (maillage de points et Kirby trop sombre avant), car les images à mipmaps de la course s'agrandissent désormais avec la profondeur. Quatre shaders de calcul des menus de Kirby ne sont plus refusés. Mario Kart World revérifié en 2x. En 1x, seul le correctif des menus change quelque chose. Développée et testée sur une Radeon RX 9070 XT (pilote AMD) ; pas testée sur NVIDIA ni Intel. Dézipper et lancer eglantine.exe (installer vc_redist.x64.exe si besoin). Aucune clé, firmware ou jeu n'est fourni : utilisez les vôtres.
SHA-256 of the zip: 85829B98256F70CD1517561886C9188F0DFAD460DF4418A849B2CEC2E3DC2391
Aubépine 2026-11-08c: Yoshi's first mission no longer black
Prebuilt Aubépine for Windows x64, from commit 5d99794 of the pattex branch: Lichii nx2 (build 117 and later, aae0b063f7) with Lichii PR Eglantine-Community#573, the compiled-shader saving of CheezerWheezer's "AMD Superior" build, fixes for Yoshi and the Mysterious Book from Orchid, Satsuma, Nemyu and a Lichii branch, and our own commits (all listed in pattex/README.md).
Unzip anywhere and run eglantine.exe. If it does not start, install vc_redist.x64.exe (included). Only play games you own and dumped yourself: no keys, firmware or game files are included; use your own.
Made on an AMD Radeon. Developed and tested on a Radeon RX 9070 XT with the AMD driver; not tested on NVIDIA or Intel GPUs.
What changed since aubepine-2026-11-08b
Yoshi and the Mysterious Book, docked: the first mission is no longer black.
- Shader code no longer reads as zeros: the game moves its shader code with the GPU's DMA engine over memory whose device pages are scattered, and the copy took them as one run, so it read the wrong pages. DMA copies, clears and inline uploads over such ranges now go page by page (found by SkiierCo's Satsuma
8400fe0f9b, as in Nemyu9ff295b316). This is the "HUD renders, 3D world black" of Lichii issues Eglantine-Community#347 and Eglantine-Community#755. - Shader forms of the first mission and the book pages: LDG through a descriptor pair, I2F.F16 of an immediate, IMAD with a negated constant-buffer addend, TLD4.B and uniform-handle gathers with an offset.
- Rejected programs are read again every 250 ms and lowered again when their code changed (zortos293's opt-in recheck from a Lichii branch, on by default for Yoshi).
- Memory: Yoshi's GPU-only regions are backed whole, and GPU memory the game frees is dropped from the caches before it is reused as heap (from our previous base: the game used to abort after the intro movie).
- Texture synchronization from MythosOfs' Orchid: uploads and copies wait for every stage that reads them; an image over an empty range no longer reads past its end.
State (Windows 11, Ryzen 7 9800X3D, Radeon RX 9070 XT, short sessions)
| Game | State |
|---|---|
| Yoshi and the Mysterious Book | Docked, played by hand: intro, chapter page, the first mission and a second level render (about 10 minutes); no compute program rejected. One title-screen program still reads as zeros, with nothing visible missing. A book page's illustration that was missing before the last fix was not checked again. Closing the emulator during the game can hang. |
| Zelda: Ocarina of Time | Checked again after these changes: a 5-minute run from a save, no rejected shaders, no GPU loss, 30-31 FPS at full resolution (Lichii's built-in Max Resolution add-on; turn it off in Add-Ons for speed). Outdoor daytime views not checked on this version. |
| Kirby Air Riders, Donkey Kong Bananza, Mario Kart World, Star Fox | Not run again: as in aubepine-2026-11-08b (races, saves and missions without rejected shaders; Star Fox needs the window patch in pattex/star-fox/). |
| Metroid Prime 4 | Not run on this version yet. |
The changes of this fork were made with an AI assistant (Claude Opus 5.5) and tested by hand. Credits: Eden, Yuzu and Sudachi developers, Eglantine (Djihads80 and contributors), Lichii (zortos293 and its many contributors, sanchodecuba11-del for Eglantine-Community#573), MythosOfs (Orchid), SkiierCo (Satsuma), Nemyu (Uesleizito Zin), CheezerWheezer (compiled shader saving), PokeDinner (Franseven), Selevet Eglantine, monkeefunnee, Purebuilt (AMDEGL). GPLv3.
En français : nouvelle version compilée d'Aubépine pour Windows x64. Yoshi et le Livre mystérieux en mode TV : la première mission n'est plus noire. Le jeu déplace le code de ses shaders avec le moteur de copie du GPU sur des pages mémoire dispersées ; la copie les prenait comme un seul bloc et lisait les mauvaises pages (trouvé par Satsuma, repris par Nemyu). S'y ajoutent les instructions de shader de la mission et des pages du livre, la relecture des shaders refusés (Lichii), nos correctifs de mémoire pour Yoshi et la synchronisation des textures d'Orchid. Zelda revérifié : 30-31 FPS, aucun shader refusé. Développée et testée sur une Radeon RX 9070 XT (pilote AMD) ; pas testée sur NVIDIA ni Intel. Dézipper et lancer eglantine.exe (installer vc_redist.x64.exe si besoin). Aucune clé, firmware ou jeu n'est fourni : utilisez les vôtres.
SHA-256 of the zip: 107281F7978614D607CE16DE467061FEA74F4FBD23904BE3138F25A669C2EDE9
Aubépine 2026-11-08b (Zelda +25% on AMD, saved shaders, new icon)
Prebuilt Aubépine for Windows x64, from commit 9b63464 of the pattex branch: Lichii nx2 (build 117 and later, aae0b063f7) with Lichii PR Eglantine-Community#573, the compiled-shader saving of CheezerWheezer's "AMD Superior" build, and our own commits (listed in pattex/README.md).
Unzip anywhere and run eglantine.exe. If it does not start, install vc_redist.x64.exe (included). Only play games you own and dumped yourself: no keys, firmware or game files are included; use your own.
Made on an AMD Radeon. Developed and tested on a Radeon RX 9070 XT with the AMD driver; not tested on NVIDIA or Intel GPUs.
What changed since aubepine-2026-11-08
- Lichii's 31 newer commits (build 117 and later): AMD fixes (cooperative matrix only where the GPU accelerates it, occlusion query, sampler, blend and BCn fixes), cache invalidation for every block of a GPU write, Ocarina of Time movie and A/V sync fixes, Mario Kart World GPU clock boost.
- Lichii PR #573 (sanchodecuba11-del), AMD and split GPU thread fixes for Ocarina of Time measured on a Radeon RX 9070 XT: here the game goes from 23-24 to 28-30 FPS at full resolution.
- Compiled shaders are saved between sessions (
VK_KHR_pipeline_binary, by CheezerWheezer): AMD's Windows driver keeps none, so every game compiled its shaders again at each boot. The first session of each game still compiles them; later ones reload them (Kirby Air Riders: 2113 pipelines at 0.14 ms each). Setting: Graphics > Advanced > Save compiled shaders. - A Kirby Air Riders geometry shader that was rejected now runs.
- New icon: Aubépine's hawthorn berries.
State (Windows 11, Ryzen 7 9800X3D, Radeon RX 9070 XT, short sessions)
| Game | State |
|---|---|
| Zelda: Ocarina of Time | Two 5-minute runs from a save without a crash, no rejected shaders, no white flashes, 28-30 FPS at full resolution (Lichii's built-in Max Resolution add-on; turn it off in Add-Ons for speed). Outdoor daytime views not checked on this version. |
| Kirby Air Riders | Menus and a race with its scenery, no rejected shaders. Closing the emulator during a race can hang. |
| Donkey Kong Bananza | Saves load and play, no rejected shaders. |
| Mario Kart World | Title and races, 29-55 FPS, no rejected shaders. |
| Star Fox | Intro and training mission, 33-34 FPS, no rejected shaders (needs the window patch in pattex/star-fox/). |
| Yoshi and the Mysterious Book | Starts and plays its intro, no rejected shaders. |
| Metroid Prime 4 | Not run on this version yet. |
The changes of this fork were made with an AI assistant (Claude Opus 5.5) and tested by hand. Credits: Eden, Yuzu and Sudachi developers, Eglantine (Djihads80 and contributors), Lichii (zortos293 and its many contributors, sanchodecuba11-del for Eglantine-Community#573), CheezerWheezer (compiled shader saving), PokeDinner (Franseven), Nemyu, Selevet Eglantine, MythosOfs, monkeefunnee, Purebuilt (AMDEGL). GPLv3.
En français : nouvelle version compilée d'Aubépine pour Windows x64 : les 31 derniers commits de Lichii, la PR Lichii Eglantine-Community#573 (Zelda passe de 23-24 à 28-30 FPS en pleine résolution sur une RX 9070 XT), la sauvegarde des shaders compilés entre deux sessions (le pilote AMD ne les garde pas : le premier lancement de chaque jeu compile toujours, les suivants rechargent), un shader de Kirby qui était refusé, et une nouvelle icône (des baies d'aubépine). Développée et testée sur une Radeon RX 9070 XT (pilote AMD) ; pas testée sur NVIDIA ni Intel. Dézipper et lancer eglantine.exe (installer vc_redist.x64.exe si besoin). Aucune clé, firmware ou jeu n'est fourni : utilisez les vôtres.
SHA-256 of the zip: E1DBC3B7F2C2A4F7E919E6470D94205EAB67E5154DABFA52AEF967C06162B777
Aubépine 2026-11-08 (now based on Lichii)
Prebuilt Aubépine for Windows x64, from commit d0315fd of the pattex branch: Lichii nx2 92f0212408 with our eight commits on top (listed in pattex/README.md).
Unzip anywhere and run eglantine.exe. If it does not start, install vc_redist.x64.exe (included). Only play games you own and dumped yourself: no keys, firmware or game files are included; use your own.
Made on an AMD Radeon. Developed and tested on a Radeon RX 9070 XT with the AMD driver; not tested on NVIDIA or Intel GPUs.
What changed since aubepine-2026-11-05b
- Aubépine now builds on Lichii instead of PokeDinner + Eglantine. Lichii brings the community's work on The Legend of Zelda: Ocarina of Time (vegetation and fog, white flashes, the upscaler, many performance fixes, matrix programs on
VK_KHR_cooperative_matrixfor RDNA4 cards) and already had most of our earlier additions. - Our eight commits on top: the Kokiri Forest shadow map gets its memory on AMD; native storage buffer sizing that keeps Kirby Air Riders from losing the GPU on AMD; SURED and ALD shader forms (Star Fox, Yoshi); the Aubépine name (the executable stays
eglantine.exe); Mario Kart World's settings question can be answered once; a TAS trigger for scripted tests. - Ocarina of Time: Lichii's built-in Max Resolution and Dynamic FPS add-ons are on by default, so the game renders at full resolution (about 23-24 FPS on our RX 9070 XT). Turn Max Resolution off in the game's Add-Ons for more speed.
- Every game rebuilds its shaders on the first run.
State (Windows 11, Ryzen 7 9800X3D, Radeon RX 9070 XT, short sessions)
| Game | State |
|---|---|
| Zelda: Ocarina of Time | 5 minutes from a save without a crash, no rejected shaders, no white flashes; outdoor daytime views not checked on this version yet. |
| Kirby Air Riders | Menus and a race with its scenery, no rejected shaders; the first session stutters while shaders compile. |
| Donkey Kong Bananza | Saves load and play, no rejected shaders. |
| Mario Kart World | Title and races, 31-54 FPS, no rejected shaders. |
| Star Fox | Intro and training mission, 27-34 FPS, no rejected shaders (needs the window patch in pattex/star-fox/). |
| Yoshi and the Mysterious Book | Starts and plays its intro, no rejected shaders; closing the emulator during the game can hang. |
| Metroid Prime 4 | Not run on this version yet. |
The changes of this fork were made with an AI assistant (Claude Opus 5.5) and tested by hand. Credits: Eden, Yuzu and Sudachi developers, Eglantine (Djihads80 and contributors), Lichii (zortos293 and its many contributors), PokeDinner (Franseven), Nemyu, Selevet Eglantine, MythosOfs, monkeefunnee, Purebuilt (AMDEGL). GPLv3.
En français : nouvelle version compilée d'Aubépine pour Windows x64, désormais basée sur Lichii (tout le travail de la communauté sur Zelda: Ocarina of Time, dont le calcul matriciel sur les cartes RDNA4) avec nos huit correctifs : carte d'ombres de la forêt Kokiri sur AMD, taille des buffers qui évite à Kirby de perdre le GPU, instructions de shader pour Star Fox et Yoshi, nom Aubépine, question de Mario Kart World mémorisée. Zelda tourne en pleine résolution (patch « Max Resolution » intégré, à désactiver dans les Add-Ons pour gagner des FPS). Les shaders sont recompilés au premier lancement de chaque jeu. Développée et testée sur une Radeon RX 9070 XT (pilote AMD) ; pas testée sur NVIDIA ni Intel. Dézipper et lancer eglantine.exe (installer vc_redist.x64.exe si besoin). Aucune clé, firmware ou jeu n'est fourni : utilisez les vôtres.
SHA-256 of the zip: FBF1BABC5B324306DA784114CDD31B8D853EB8ECF886686BCA8AB9E284E0561E
Aubépine 2026-11-05b (Zelda: no more white flashes)
Prebuilt Aubépine for Windows x64, from commit bf66c7a of the pattex branch: PokeDinner + Eglantine nx2 e736dfd (2026-11-05) + the patches listed in pattex/README.md (up to 0040).
Unzip anywhere and run eglantine.exe. If it does not start, install vc_redist.x64.exe (included). Only play games you own and dumped yourself: no keys, firmware or game files are included; use your own.
Made on an AMD Radeon. Developed and tested on a Radeon RX 9070 XT with the AMD driver; several fixes target AMD. Not tested on NVIDIA or Intel GPUs.
What changed since aubepine-2026-11-05
- The Legend of Zelda: Ocarina of Time: the single-frame white flashes are gone. The occlusion counter is now paused at each GPU submission instead of reset. A submission between the game's counter reset and its report dropped the samples, so the game took an object as hidden for one frame. From zortos293/Lichii Eglantine-Community#121 (Kajcsi). In a 5-minute test from a save: 0 flashes in 500 consecutive frames, against 17 before.
- AMD: the demote reorder counts nested returns, so shaders that discard pixels under two conditions stay correct (Lichii Eglantine-Community#127, Inc0rporate).
- The pipeline cache version changed, so every game rebuilds its shaders once.
State (Windows 11, Ryzen 7 9800X3D, Radeon RX 9070 XT, short sessions)
| Game | State |
|---|---|
| Zelda: Ocarina of Time | Docked, from a save: Kokiri Forest at ~30-55 FPS (60 indoors), shadows, no white flashes; 5-minute runs without a crash. Outdoor light is still too bright and foggy: much of the forest's vegetation is culled on the GPU through pointer tables not followed yet on AMD. Lichii's fix for it makes the AMD driver lose the device for now. The first session stutters while shaders build. |
| Star Fox | Title, cutscenes, training mission, sound (needs the window patch in pattex/star-fox/). |
| Mario Kart World | Title, tour movie, races at ~40-45 FPS. |
| Donkey Kong Bananza | Saves load and play, ~28-36 FPS. |
| Kirby Air Riders | Menus, races with scenery and results; the first race stutters. |
| Metroid Prime 4 | 60 FPS from loose dumps. |
| Yoshi and the Mysterious Book | Starts docked and plays its intro; usually aborts or hangs a few seconds after the Bowser Jr. movie. |
The changes of this fork were made with an AI assistant (Claude Opus 5.5) and tested by hand. Credits: Eden, Yuzu and Sudachi developers, Eglantine (Djihads80 and contributors, zirulo for the Ocarina boot fix), PokeDinner (Franseven), Nemyu, Selevet Eglantine, MythosOfs, monkeefunnee, Purebuilt (AMDEGL), zortos293 and contributors (Lichii: Kajcsi, Inc0rporate and others), Pipe530. GPLv3.
En français : nouvelle version compilée d'Aubépine pour Windows x64. Dans Zelda: Ocarina of Time, les flashs blancs d'une image ont disparu (correctif du compteur d'occlusion repris de Lichii Eglantine-Community#121), et un correctif AMD de Lichii Eglantine-Community#127 est inclus. La lumière extérieure reste trop forte et brumeuse : une grande partie de la végétation n'est pas encore dessinée sur AMD. Les shaders sont recompilés une fois au premier lancement de chaque jeu. Développée et testée sur une Radeon RX 9070 XT (pilote AMD) ; pas testée sur NVIDIA ni Intel. Dézipper et lancer eglantine.exe (installer vc_redist.x64.exe si besoin). Aucune clé, firmware ou jeu n'est fourni : utilisez les vôtres.
SHA-256 of the zip: CC91BE76151F63F056F5D26533D058D7BD45065C9AB9C84470581DA1C5C92646
Aubépine 2026-11-05 (Zelda: Ocarina of Time on AMD)
Prebuilt Aubépine for Windows x64, from commit 8e278ff of the pattex branch: PokeDinner + Eglantine nx2 e736dfd (2026-11-05) + the patches listed in pattex/README.md (up to 0037).
Unzip anywhere and run eglantine.exe. If it does not start, install vc_redist.x64.exe (included). Only play games you own and dumped yourself: no keys, firmware or game files are included; use your own.
Made on an AMD Radeon. Developed and tested on a Radeon RX 9070 XT with the AMD driver; several fixes target AMD. Not tested on NVIDIA or Intel GPUs.
What changed since aubepine-2026-11-04b
- The Legend of Zelda: Ocarina of Time boots and plays on AMD: Eglantine's boot fix (Eglantine-Community#567), new shader forms (after zortos293/Lichii Eglantine-Community#87 and Pipe530), matrix-multiply programs kept small enough for the AMD compiler (it froze 10 s in), its GPU memory backed whole (green movie), fence releases on the right thread (crash after the intro), the forest's 24576x24576 shadow map given memory (cast shadows, lit rocks, much less ground fog), faster CPU writes next to GPU data, per-tap gathers with computed offsets (the docked upscaler).
- Merged Eglantine nx2 3081c8e and e736dfd, and PokeDinner's Switch 2 mouse (Joy-Con 2 mouse mode). Upstream's native storage buffer sizing is reverted here (Kirby lost the GPU and DK fell to 18 FPS with it).
- Kirby: a crash at a VP9 movie fixed (video decoder after Finalize).
State (Windows 11, Ryzen 7 9800X3D, Radeon RX 9070 XT, short sessions)
| Game | State |
|---|---|
| Zelda: Ocarina of Time | Docked, from a save: Kokiri Forest at ~40-55 FPS (60 indoors), shadows; 4-5 minute runs without a crash. Outdoor light is still too bright and foggy (much of the forest's vegetation is culled on the GPU through pointer tables not followed yet) and rare single-frame light flashes remain. The first session stutters while shaders build. |
| Star Fox | Title, cutscenes, training mission, sound (needs the window patch in pattex/star-fox/). |
| Mario Kart World | Title, tour movie, races at ~40-45 FPS. |
| Donkey Kong Bananza | Saves load and play, ~28-36 FPS. |
| Kirby Air Riders | Menus, races with scenery and results; the first race stutters. |
| Metroid Prime 4 | 60 FPS from loose dumps. |
| Yoshi and the Mysterious Book | Starts docked and plays its intro; usually aborts or hangs a few seconds after the Bowser Jr. movie. |
The changes of this fork were made with an AI assistant (Claude Opus 5.5) and tested by hand. Credits: Eden, Yuzu and Sudachi developers, Eglantine (Djihads80 and contributors, zirulo for the Ocarina boot fix), PokeDinner (Franseven), Nemyu, Selevet Eglantine, MythosOfs, monkeefunnee, Purebuilt (AMDEGL), zortos293 and contributors (Lichii), Pipe530. GPLv3.
En français : nouvelle version compilée d'Aubépine pour Windows x64, à jour avec Eglantine nx2 du 5 novembre. Zelda: Ocarina of Time démarre et se joue sur AMD : forêt Kokiri vers 40-55 FPS (60 en intérieur), avec les ombres et les rochers éclairés ; la lumière extérieure reste trop forte et brumeuse (une grande partie de la végétation n'est pas encore dessinée) et de rares flashs d'une image subsistent. Développée et testée sur une Radeon RX 9070 XT (pilote AMD) ; pas testée sur NVIDIA ni Intel. Dézipper et lancer eglantine.exe (installer vc_redist.x64.exe si besoin). Aucune clé, firmware ou jeu n'est fourni : utilisez les vôtres.
SHA-256 of the zip: EFCE04B37CA9052BC06F6688574C70978CF5A528F2FF8AA59728597D49549495
Aubépine 2026-11-04b (Windows x64)
Prebuilt Aubépine for Windows x64, from commit 30b7f08 of the pattex branch: PokeDinner + Eglantine nx2 d9558f0 (merged on 2026-11-04, 158 new commits) + the patches listed in pattex/README.md (up to 0019).
Unzip anywhere and run eglantine.exe. If it does not start, install vc_redist.x64.exe (included). Only play games you own and dumped yourself: no keys, firmware or game files are included; use your own.
Made on an AMD Radeon. Developed and tested on a Radeon RX 9070 XT with the AMD driver; several fixes target AMD (sparse memory backing, Mario Kart World's road and tour movie, occlusion queries, pipeline builds). Not tested on NVIDIA or Intel GPUs.
What changed since aubepine-2026-11-04
- Merged Eglantine nx2 d9558f0: DK Bananza frame wait (fixes freezes, about 28 FPS instead of 32 here;
EDEN_NX2_FRAMES_AHEAD=1for the old behaviour), Hyrule Warriors and Pokopia shader forms, buffer cache fixes, FSR 3.1 in place of a game's DLSS, mesh-shader fallback. - Kirby Air Riders: title crash after the merge fixed (after zortos293/Lichii); races now show their scenery, no rejected shaders in a short run; the first race stutters while its shaders build, the next ones use the disk cache. Pipelines the game waits on are built first (after Lichii Eglantine-Community#71).
- Yoshi: the shaders its first mission rejected are now translated (not tested in the mission yet); fewer aborts after the intro.
State (Windows 11, Ryzen 7 9800X3D, Radeon RX 9070 XT, short sessions)
| Game | State |
|---|---|
| Star Fox | Title, cutscenes, training mission, sound (needs the window patch in pattex/star-fox/). |
| Mario Kart World | Title, tour movie, races at ~40-45 FPS. One short run in two aborted during the tour movie since the merge. |
| Donkey Kong Bananza | Saves load and play, ~28 FPS. |
| Kirby Air Riders | Menus, races with scenery and results; the first race stutters. |
| Metroid Prime 4 | 60 FPS from loose dumps. |
| Yoshi and the Mysterious Book | Starts docked and plays its intro; can still abort after it (about one run in three); first mission not tested on this build. |
The changes of this fork were made with an AI assistant (Claude Opus 5.5) and tested by hand. Credits: Eden, Yuzu and Sudachi developers, Eglantine (Djihads80 and contributors), PokeDinner (Franseven), Nemyu, Selevet Eglantine, MythosOfs, monkeefunnee, Purebuilt (AMDEGL), zortos293 (Lichii). GPLv3.
En français : nouvelle version compilée d'Aubépine pour Windows x64, à jour avec Eglantine nx2 du 4 novembre. Développée et testée sur une Radeon RX 9070 XT (pilote AMD), avec des correctifs pensés pour les cartes AMD ; pas testée sur NVIDIA ni Intel. Les courses de Kirby affichent maintenant leurs décors (la première rame pendant la compilation des shaders), les shaders de la première mission de Yoshi sont traduits (pas encore testés en mission), DK tourne vers 28 FPS. Dézipper et lancer eglantine.exe (installer vc_redist.x64.exe si besoin). Aucune clé, firmware ou jeu n'est fourni : utilisez les vôtres.
SHA-256 of the zip: E9D09F02CFD2DEC20DBD1A150AF354D2103A236D46F0B75B79F337F336884A71
Aubépine 2026-11-04 (Windows x64)
First prebuilt build of Aubépine (Windows x64), from commit 872865d of the pattex branch: PokeDinner + Eglantine nx2 (build 174) + the patches listed in pattex/README.md (up to 0013).
Unzip anywhere and run eglantine.exe. If it does not start, install vc_redist.x64.exe (included). Only play games you own and dumped yourself: no keys, firmware or game files are included; use your own.
State (tested on Windows 11, Ryzen 7 9800X3D, Radeon RX 9070 XT, short sessions)
| Game | State |
|---|---|
| Star Fox | Title, cutscenes, training mission, sound (needs the window patch in pattex/star-fox/). |
| Mario Kart World | Title, tour movie, races at ~40-45 FPS. |
| Donkey Kong Bananza | Saves load and play, ~32 FPS. |
| Kirby Air Riders | Menus, races and results; race scenery partly dark. |
| Metroid Prime 4 | 60 FPS from loose dumps. |
| Yoshi and the Mysterious Book | Starts docked and plays its intro; the chapter map and the first mission are still black (work in progress), and it can still abort after the intro. |
The changes of this fork were made with an AI assistant (Claude Opus 5.5) and tested by hand. Credits: Eden, Yuzu and Sudachi developers, Eglantine (Djihads80 and contributors), PokeDinner (Franseven), Nemyu, Selevet Eglantine, MythosOfs, monkeefunnee, Purebuilt (AMDEGL). GPLv3.
En français : première version compilée d'Aubépine pour Windows x64. Dézipper et lancer eglantine.exe (installer vc_redist.x64.exe si besoin). Aucune clé, firmware ou jeu n'est fourni : utilisez les vôtres. Yoshi se lance mais la carte du chapitre et la première mission restent noires (en cours).
SHA-256 of the zip: 7810916DB9B8CB30BF384D2A04BB63CBFCC690D295544BD02F7A04AE71A07D11