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Hokkaido 0.6.2

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@github-actions github-actions released this 10 Nov 17:16

Hokkaido 0.6.2

Tested on a Samsung Galaxy S26 (Exynos 2600, Xclipse 960, 12 GB) and a Galaxy S24 (Exynos 2400, Xclipse 940, 8 GB), both on Android 17.

Highlights

  • Fire Emblem: Fortune's Weave is playable.
    • The game's DLSS is replaced again on its current update. The replacement had stopped recognizing it, so the game's own DLSS network ran: ghosting around moving characters, and on the custom RADV driver a black screen with the whole phone stuttering.
    • The replacement now upscales over time with the game's motion vectors (FSR 3.1) by default on Android, so the picture is stable and sharp even at 0.5x.
    • It presents a frame ahead when "Present a frame ahead" is on Auto.
    • It no longer stalls on GPU occlusion queries that the Xclipse driver never answers.
  • Orbitals gets past its logos (port of an upstream fix for Unreal Engine's frame timing). Gameplay is still black.
  • Language lists fixed. Choosing a language in System β†’ Language (the language games use) or the app's own language list could pick a different one, for example Spanish or Portuguese. Every entry now picks its own language.
  • Game folders
    • Loose Switch 2 dumps (an exefs folder with main): Hokkaido offers "All files access" when a game folder holds one, then lists the game.
    • Game folders get a .nomedia file, so Android doesn't index thousands of game files and stall the game list. The shared media folders (Download, Pictures and others) are left alone.
    • The game list no longer walks through a dump's romfs and exefs folders.
  • Less work per frame for the GPU thread: the game's writes to GPU memory are joined page by page before the caches see them (from xDarkWindx/eden-fefw).

Known issues

  • Orbitals shows a black screen after its logos.
  • Fast Fusion launches but does not get further.
  • Ocarina of Time sometimes starts with graphical glitches; restarting the game helps. On a 12 GB phone it can still be closed for low memory on the first start while shaders compile. Use 0.5x.
  • Pokopia's sky is black on Xclipse phones.
  • Microphone input is not supported on Android.
  • The phone heats up during long sessions and slows down until it cools.

For testers

  • Install the APK, add your games folder, and set up keys and firmware as usual. None are included.
  • Recommended: Handheld mode, NCE CPU backend, 0.5x resolution, and a custom RADV driver on Xclipse GPUs.
  • New diagnostic switches: EDEN_NX2_WAIT_TRACE=1 names what a stuck game thread waits on, and EDEN_NX2_COMPUTE_KEYS=1 lists compute program keys. Set them in Android/data/dev.lichii.android/files/env.txt (see the README).
  • Report problems at https://github.com/pavelgajdo/Hokkaido/issues with your phone, driver and eden_log.txt.

Hokkaido 0.6.1

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@github-actions github-actions released this 10 Nov 01:41

Hokkaido 0.6.1

The first release under the new name: Lichii for Android is now Hokkaido - Switch 2 Emulator for Android. Your games, saves and settings carry over (the app ID is unchanged).

Tested on a Samsung Galaxy S26 (Exynos 2600, Xclipse 960, 12 GB) and a Galaxy S24 (Exynos 2400, Xclipse 940, 8 GB), both on Android 17.

Highlights

  • New look. Hokkaido name, melon icon and colours, a new title on the games screen and orange progress bars.
  • Fast Fusion shows its menu again instead of a black screen. An upstream texture-cache shortcut for render targets that a clear overwrites now runs only for Ocarina of Time, where it was measured. This may also fix black screens in other games.
  • PokΓ©mon Pokopia
    • No longer closed for low memory on 8 GB phones.
    • Runs smoother: it stopped copying every GPU-written buffer back at each frame, since only the parts the game reads are needed.
  • Loose Switch 2 game folders (an exefs folder with main, like Pokopia's dumps): if a game folder holds one and the app lacks "All files access", Hokkaido now offers to open that permission, then lists the game.
  • Docked mode reports a 1080p maximum output to games on Android, as handheld does.

Known issues

  • Ocarina of Time on a 12 GB phone can still be closed for low memory, most often on the first start while shaders compile. Use 0.5x resolution.
  • Pokopia's sky is black on Xclipse phones.
  • Microphone input is not supported on Android.
  • The phone heats up during long sessions and slows down until it cools.

For testers

  • Install the APK, add your games folder, and set up keys and firmware as usual. None are included.
  • Recommended: Handheld mode, NCE CPU backend, 0.5x resolution, and a custom RADV driver on Xclipse GPUs.
  • Diagnostic switches can be set in Android/data/dev.lichii.android/files/env.txt (see the README).
  • Report problems at https://github.com/pavelgajdo/Hokkaido/issues with your phone, driver and eden_log.txt.

Lichii for Android 0.5.0

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@github-actions github-actions released this 09 Nov 08:57

Lichii for Android 0.5.0

Tested on a Samsung Galaxy S26 (Exynos 2600, Xclipse 960, 12 GB, Android 17) with a custom Mesa RADV driver.

Highlights

  • The Legend of Zelda: Ocarina of Time
    • Faster and much steadier.
      • The game's anti-aliasing network is skipped by default on Android. It ran as slow software tensor math on phones. A new per-game setting, "Ocarina of Time anti-aliasing" (advanced graphics), brings it back with Game.
      • The two GPU threads wait for each other far less (two upstream fixes for semaphore acquires and releases).
    • Fewer broken starts. Some starts showed a black scene with white and purple streaks. An upstream fix for a shader-translation race that depended on compile order should stop them.
    • More ground detail on Xclipse. The game's mesh-shader draws were skipped because they stalled the GPU. They are now drawn through compute instead.
    • A crash when loading a save is fixed.
  • Memory. Fewer games closed for low memory:
    • GPU memory gives way before Samsung's low-memory killer acts on low swap.
    • Render targets drawn below 1x no longer keep a full-size copy as well.
    • On GPUs without ASTC (Xclipse), converted ASTC textures keep their mip levels from 512 px on.
    • NUP game files are decompressed only as far as the game reads.
    • Images that don't fit in memory fail cleanly instead of showing garbage.
    • Shader compiling uses less memory.
  • Smoother for all games.
    • Evicted textures the GPU drew into are copied back together, behind one wait.
    • Each draw costs less on the GPU thread (upstream).

Known issues

  • Ocarina of Time on a 12 GB phone can still be closed for low memory, most often on the first start while shaders compile, or with other apps open. Use 0.5x resolution. 16 GB of RAM is recommended.
  • Microphone input is not supported on Android.
  • The phone heats up during long sessions and slows down until it cools. Game Booster's performance mode helps.

For testers

  • Install the APK, add your games folder, and set up keys and firmware as usual. None are included.
  • Recommended: Handheld mode, NCE CPU backend, 0.5x resolution, and a custom RADV driver on Xclipse GPUs.
  • Diagnostic switches can be set in Android/data/dev.lichii.android/files/env.txt (see the README).
  • Report problems at https://github.com/pavelgajdo/Lichii-Android/issues with your phone, driver and eden_log.txt.

Lichii for Android 0.4.0

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@github-actions github-actions released this 08 Nov 16:42

Lichii for Android 0.4.0

Tested on a Samsung Galaxy S26 (Exynos 2600, Xclipse 960, 12 GB, Android 17) with a custom Mesa RADV driver.

Highlights

  • The Legend of Zelda: Ocarina of Time

    • The latest game update boots. It stopped at a black screen while opening a microphone stream. Lichii for Android now tells games there is no microphone, as before.
    • Cutscene audio stays in sync with the video.
    • Fewer graphical issues: fixes for white flashes from stale occlusion counts, the red line in the tomb, Hyrule Field grass, and flickering water.
    • Built-in FPS Unlock: the game logic keeps real speed when the frame rate changes.
  • Memory

    • New per-game setting "Limit memory during scene loads" (Advanced graphics, Auto / Off / On). 0.3.0 applied this limit to every game, which slowed down games that load textures all the time. Auto now applies it to Ocarina of Time only.
    • GPU memory follows the phone's real RAM. Some drivers report a 32 GB GPU heap on a 12 GB phone. The GPU now gets at most a third of the RAM, and the texture cache gives memory back when Android runs low. This should mean fewer games closed for low memory.
    • The log now lists the GPU memory heaps the driver reports, the RAM and the free memory, to help with memory reports.
  • The latest Lichii (Zortos) changes for Android, about 130 in all. Among them:

    • Mesh shader draws on GPUs without mesh shader support.
    • Tensor operations on GPUs with cooperative matrix support.
    • Faster ASTC texture decoding.
    • Quicker GPU thread wake-ups.
    • Shader and rendering fixes for Mario Kart World, Welcome Tour movies, Mario Tennis Fever button icons and other Switch 2 games.

    PC-only changes (Windows, desktop UI, updater, NVIDIA DLSS) are left out or have no effect on Android.

Known issues

  • Ocarina of Time at 1x on a 12 GB phone uses more memory than the phone has. Android then swaps constantly and the frame rate drops. Use 0.5x resolution in the game's settings. 16 GB of RAM is still recommended.
  • Microphone input is not supported on Android.
  • The phone heats up during long sessions and slows down until it cools.

For testers

  • Install the APK, add your games folder, and set up keys and firmware as usual. None are included.
  • Recommended: Handheld mode, NCE CPU backend, 0.5x resolution, and a custom RADV driver on Xclipse GPUs.
  • Diagnostic switches can be set in Android/data/dev.lichii.android/files/env.txt (see the README).
  • Report problems at https://github.com/pavelgajdo/Lichii-Android/issues with your phone, driver and eden_log.txt.

Lichii for Android 0.3.0

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@github-actions github-actions released this 07 Nov 07:50

Lichii for Android 0.3.0

Tested on a Samsung Galaxy S26 (Exynos 2600, Xclipse 960, 12 GB, Android 17) with a custom Mesa RADV driver.

Highlights

  • The Legend of Zelda: Ocarina of Time now reaches gameplay. Kokiri Forest runs at about 15–20 FPS at 0.5Γ— resolution, up from about 2 FPS.
    • Dark's Dynamic FPS patch is built in, so the game runs at full speed at any frame rate. It used to crash the game while compiling its first shaders under the NCE CPU backend.
    • The freeze after the first scene loaded is fixed. The game's lighting passes had been sized with garbage counts and ran for seconds each.
    • The GPU's command processor no longer stops both GPU threads for every read of GPU-written memory (macro DMA read snapshots, after EvilOOT's fix as ported by Frizti).
    • The few memory pages the game's CPU reads or writes after the GPU wrote them are now copied back at each fence. The CPU no longer waits for the GPU on each access.
    • Recommended: a phone with 16 GB of RAM. On 12 GB, Android may close the game for low memory while a scene loads, especially with other apps open.
    • Known issues:
      • Some scenes sometimes show white glare and magenta patches.
      • The phone heats up during long sessions and slows down until it cools.
  • Lower memory use while scenes load (all games):
    • ASTC textures are converted to BC a few layers at a time instead of whole.
    • Large upload buffers are freed once the GPU is done with them, and capped while a scene loads.
    • On Android, converted ASTC textures keep their mip levels up to 1024 px.
    • The game-file decompression cache is capped at 128 MB.
  • Pragmata no longer quits at startup with error 2153-0513. It needed an audio command we refused. It does not render yet.
  • PokΓ©mon Pokopia keeps its copy-back with downloads in flight capped at 512 MB, and runs slightly faster.
  • Includes the latest Lichii (Zortos) fixes, among them the split of misaligned 64/128-bit storage buffer accesses and a fix for a lost worker wake-up.

For testers

  • Install the APK, add your games folder, and set up keys and firmware as usual. None are included.
  • Recommended: Handheld mode, NCE CPU backend, 0.5Γ— resolution, and a custom RADV driver on Xclipse GPUs.
  • Diagnostic switches can be set in Android/data/dev.lichii.android/files/env.txt (see the README).
  • Report problems at https://github.com/pavelgajdo/Lichii-Android/issues with your phone, driver and eden_log.txt.

Lichii for Android 0.2.0

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@github-actions github-actions released this 06 Nov 18:48

Lichii for Android 0.2.0

Tested on a Samsung Galaxy S26 (Exynos 2600, Xclipse 960, 12 GB, Android 17) with a custom Mesa RADV driver.

Highlights

  • PokΓ©mon Pokopia is playable at about 40 FPS at 0.5Γ— resolution, even in the busy outdoor scenes.
    • The multi-second drops to about 5 FPS are gone. Buffers the GPU writes are now copied back at fences, instead of making the GPU thread wait for the GPU hundreds of times a second.
    • Pokopia presents a frame ahead, so the CPU prepares the next frame while the GPU finishes the current one.
    • Known issue: the sky is black, with only the clouds drawn. No other emulator draws it on this phone either. This is being worked on.
  • New setting: Present a frame ahead (Graphics β†’ Advanced, also per game). It can be Auto, Off or On.
    • Auto picks per game.
    • On usually raises the frame rate in GPU-heavy games, at the cost of one frame of input latency.
  • Game folders: extracted games can now be listed and launched from a folder, not just from a single file. A folder needs exefs/main and can include numbered update folders. These games need the "All files access" permission.
  • The Legend of Zelda: Ocarina of Time gets past the hang after the intro. Gameplay needs about 3.7 GB of GPU memory, so on a 12 GB phone Android stops the game for low memory shortly after gameplay starts. Phones with more RAM may run it.
  • Fixed a crash when the shader-build progress dialog outlived the game screen.
  • Includes the latest Lichii and Eglantine rendering, shader and performance fixes since 0.1.0.

For testers

  • Install the APK, add your games folder, and set up keys and firmware as usual. None are included.
  • Recommended: Handheld mode, NCE CPU backend, 0.5Γ— to 1Γ— resolution, and a custom RADV driver on Xclipse GPUs.
  • Diagnostic switches can be set in Android/data/dev.lichii.android/files/env.txt (see the README).
  • Report problems at https://github.com/pavelgajdo/Lichii-Android/issues with your phone, driver and eden_log.txt.

Lichii for Android 0.1.0

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@github-actions github-actions released this 05 Nov 23:10

Lichii for Android 0.1.0

First Android release of this fork, tested on a Samsung Galaxy S26 (Exynos 2600, Xclipse 960, 12 GB, Android 17) with a custom Mesa RADV driver.

Highlights

  • The Legend of Zelda: Ocarina of Time (Switch 2) boots. The title screen and the pre-rendered intro movies now run at 60 FPS (about 8 FPS before).
    • The game's movies went through a neural-network enhancer built for NVIDIA tensor cores. Lichii now skips it and scales the decoded frame directly, which looks practically the same.
    • Known issue: the game hangs while loading the first gameplay scene after the intro. This is being worked on.
  • AV1 movies are decoded with Android's hardware decoder (MediaCodec), and the movie player is woken as soon as a frame is ready.
  • Emulated tensor-core math (HMMA) is about twice as fast on RADV, for games that run such networks themselves.

For testers

  • Install the APK, add your games folder, and set up keys and firmware as usual. None are included.
  • Recommended: Handheld mode, NCE CPU backend, 1Γ— resolution, and a custom RADV driver on Xclipse GPUs.
  • Diagnostic switches can be set in Android/data/dev.lichii.android/files/env.txt (see the README).
  • Report problems at https://github.com/pavelgajdo/Lichii/issues with your phone, driver and eden_log.txt.

Hokkaido test build

Hokkaido test build Pre-release
Pre-release

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@github-actions github-actions released this 05 Nov 18:18

Automatic test build from eb85a37. Experimental.