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[Crash] Legend of Zelda: Ocarina of Time (Remake) #668

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Description

@Atomix9001

Before submitting

  • I searched existing issues and found no duplicate
  • I'm using the latest build
  • My game is legally dumped from my own console

Emulator build

e736dfd-daily-20261105

Regression

  • This is a regression (it worked in an older build)

Last known working build

No response

Game

Other / not listed

Graphics card

Other

Operating system

macOS

Steps to reproduce

1.Launch Eglantine Nightly on Apple Silicon.

2.Start the tested NX2 title.

3.On some attempts, Eglantine crashes before reaching the title screen.

4.On successful attempts, proceed through the title screen and introductory video.

5.Observe audio/video desynchronization during playback.

6.Allow the introductory video to finish and transition toward gameplay.

7.Eglantine terminates completely.

Log / crash dump

eden_log.txt

eglantine-2026-11-05-220554 (Was a .ips file).txt

Activity

  1. cromadot commented on Nov 6, 2026

    @cromadot

    I’d like to report that the Ocarina of Time issue is also reproducible on macOS with Apple Silicon (M4), including when using the experimental fix from PR #614.

    System configuration

    Device: MacBook Air (Apple M4)
    RAM: 16 GB unified memory
    OS: macOS 27.0.1 (26A434)
    Architecture: ARM64 (native)
    Graphics: Apple M4 integrated GPU
    Graphics API: Vulkan via MoltenVK
    Game: The Legend of Zelda: Ocarina of Time (Switch 2)
    Title ID: 0400486024DEC000
    Game format: .nup
    Emulator build

    I compiled Eglantine from source using CMake and Ninja on macOS.

    The tested build includes the changes from PR #614:

    b536a97 — video_core: upscale stand-in takes its images from the native program

    The build completed successfully and runs natively on Apple Silicon.

    Steps to reproduce

    Launch Ocarina of Time.
    Allow the introductory cutscene to play.
    The video and audio play correctly throughout the cutscene.
    When the cutscene ends and the game transitions to the 3D scene, the screen turns black.
    Approximately four seconds later, Eglantine crashes.
    This happens with the experimental PR #614 build.

    Relevant emulator log

    The introductory video finishes successfully:

    [221.956711] nx2:vdecsvc frame 9254
    (1920x1080, pts 154217000 us, end of stream)

    Shortly afterwards:

    [226.077465] Draw skipped (no pipeline):
    vs=0x115beb3c00 ps=0x115c189000
    rt0=0x223afb6e00 16x16
    [226.108309] assert texture format=0
    srgb=false components={2 2 2 2}
    [226.112147] assert texture format=0
    srgb=false components={2 2 2 2}
    [226.227019] Waiting for GPU tick 25741 failed:
    VK_ERROR_DEVICE_LOST

    Earlier in the log, several native compute shaders are rejected because of unsupported matrix multiplication instructions:

    Native compute shader rejected:
    native matrix multiply
    (set EDEN_NX2_TENSOR to emulate)
    Native QMD failed:
    native shader dispatch required

    macOS crash report

    The crash report identifies Thread 44 (GPU) as the crashing thread.

    Exception Type: EXC_CRASH (SIGABRT)
    Termination Reason: Abort trap: 6
    std::terminate()
    Vulkan::RasterizerVulkan::Draw(bool, unsigned int)
    Tegra::Engines::Maxwell3D::DrawManager::DrawEnd(...)

    Several VkPipelineBuilder threads are also active in MoltenVK graphics pipeline creation and Metal shader compilation.

    Additional observations

    The application uses an isolated XDG configuration, data and cache profile for testing.
    Asynchronous shaders are disabled.
    Disk shader cache and Vulkan driver pipeline cache are enabled.
    EDEN_NX2_TENSOR was not enabled.
    The same game also experienced crashes with the earlier Eglantine development build.
    Questions

    Since PR #614 appears to improve or fix 3D rendering on some NVIDIA and AMD configurations, could this remaining crash be related to MoltenVK or an unsupported shader/pipeline configuration on Apple Silicon?

    Is there an additional patch, configuration option, or diagnostic test that would help isolate this issue on macOS?

    I’m happy to provide the complete eden_log.txt, the macOS crash report, or perform further tests and compile additional patches.

    Thanks to everyone working on this emulator!

  2. Shulbick commented on Nov 6, 2026

    @Shulbick

    The crash occurring with AMD graphics cards is related to the mesh shaders. Assuming Linux, starting Eglantine like this (in a Linux terminal):

    EDEN_NX2_NO_MESH=1 ./eglantine-linux-x86_64-pgo.AppImage

    Usually fixes the problem. If you have Windows or MacOS, try a version of that. But I kindly ask the developers to fix this in the codebase (it's been reported over 20 times in the last few days). The same type of issue seems to occur in both Windows and Linux whenever an AMD graphics card is present.

  3. lui501 commented on Nov 7, 2026

    @lui501

    Same crash here, reproducible every time.

    System: MacBook Pro 14" (Apple M4 Pro, 24 GB), macOS 27.3, MoltenVK 1.4.1
    Build: 3f4c7a3-nx2-experimental-efb9fb18
    Game: Ocarina of Time 0400486024DEC000, .nup, update 2.0.0

    What changed with this build: the black screen after the intro is gone and performance is much better. But the game still crashes right after the intro when the first 3D scene starts.

    What I checked (all same result):

    • GPU accuracy High and Low (with High it gets past an earlier crash point and then fails at the same later point)
    • Docked mode, async shaders off
    • Shader cache and vulkan_static_pipelines.bin deleted and rebuilt from scratch
    • EDEN_NX2_NO_MESH=1: no effect, as expected, MoltenVK has no VK_EXT_mesh_shader so mesh draws are already skipped

    Timeline from the log (Render.Vulkan:Debug), identical in every run:

    1. nx2:vdecsvc ... end of stream (intro video ends, 500 to 1000 frames dropped late)
    2. About 3.7 s later two 3D TIC ... 256x32x16 block_depth 4 and two 3D TIC ... 64x64x64 block_depth 4 images are created
    3. Within the same ~10 ms about 20 graphics pipelines and 2 compute pipelines are created
    4. Draw skipped (no pipeline): ... 16x16 miss=creation-failed
    5. About 1 ms later the app aborts: thread VulkanWorker, Vulkan::MasterSemaphore::Refresh() throws (DEVICE_LOST), called from ResourcePool::CommitResource / DescriptorAllocator::Commit

    Looks like a GPU fault on Metal in the first gameplay scene, maybe from a pass that uses the new 3D images (fog or lighting volume?). Happy to test patches or env flags (for example EDEN_NX2_REJECT_HASH) and to send full logs and crash reports.

  4. ReMoOuZz commented on Nov 7, 2026

    @ReMoOuZz

    [macOS / Apple M4] Ocarina of Time Switch 2 crashes immediately after the intro cinematic — VulkanWorker SIGABRT

    System information

    • Device: MacBook Air, Apple M4
    • RAM: 16 GB unified memory
    • OS: macOS Tahoe 26.6.2
    • Architecture: ARM64 (native)
    • Emulator: Eglantine Nightly
    • Build date: November 6, 2026
    • Commit: 0ca2032bff
    • Graphics API: Vulkan via MoltenVK
    • Game: The Legend of Zelda: Ocarina of Time — Switch 2

    Problem description

    The game launches successfully and the introductory cinematic runs at a stable 60 FPS.

    However, as soon as the cinematic ends and the game transitions into actual gameplay, Eglantine crashes completely and macOS displays a crash report.

    The crash is reproducible at the same point every time.

    Steps to reproduce

    1. Launch Eglantine Nightly on macOS.
    2. Start Ocarina of Time Switch 2.
    3. Allow the introductory cinematic to finish.
    4. Wait for the transition to gameplay.
    5. Eglantine terminates unexpectedly.

    Settings tested

    • GPU Accuracy: Accurate and Fast
    • Resolution: 1× and 0.5×
    • Handheld mode
    • Graphics filter: ScaleForce and Bilinear
    • Anti-aliasing: FXAA and disabled

    Changing these settings did not resolve the crash.

    macOS crash report

    Exception Type: EXC_CRASH (SIGABRT)
    Termination Reason: SIGNAL, Code 6
    Triggered by Thread: 12 VulkanWorker
    
    Vulkan::MasterSemaphore::Refresh()
    Vulkan::ResourcePool::CommitResource()
    Vulkan::DescriptorAllocator::Commit()
    Vulkan::Scheduler::WorkerThread()
    

    The crash occurs inside Eglantine's Vulkan resource management and synchronization code.

    The macOS crash report does not explicitly identify the underlying Vulkan error.

    Expected behavior

    The game transitions normally from the introductory cinematic into gameplay.

    Actual behavior

    Eglantine crashes immediately after the cinematic, despite running at a stable 60 FPS beforehand.

    Additional information

    The same game runs at approximately 8–9 FPS in Lichii Build 95 on this Mac, but Eglantine performs considerably better during the introductory cinematic.

    A separate test using Eglantine's experimental fix-oot-blackscreen branch reproduces the same crash. Logs from that branch will be provided in a separate report.

    Attachments

    • Original macOS crash report from November 7, 2026

    I can provide additional testing and logs if required.[

    eden_log.txt
    eden_log.txt.old.txt
    eglantine-crash.txt

  5. USOJ433 commented on Nov 7, 2026

    @USOJ433

    I'm experiencing the same issue on an Apple Silicon MacBook Pro.

    System configuration

    • Device: MacBook Pro (Apple M1 Pro)
    • RAM: 16 GB unified memory
    • OS: macOS Tahoe 26.7.2
    • Architecture: ARM64
    • Graphics: Apple M1 Pro
    • Graphics API: Vulkan via MoltenVK

    Emulator build

    • Eglantine Nightly 216d3e2943-daily-20261107
    • Native Apple Silicon build

    Steps to reproduce

    1. Launch Eglantine and start The Legend of Zelda: Ocarina of Time Remake.
    2. The introductory scene plays smoothly with almost no lag.
    3. After the intro, when the second Zelda logo appears and the game transitions toward gameplay, FPS drops significantly.
    4. The display eventually goes black and Eglantine crashes completely.

    Crash details

    A crash report from this build showed:

    • Triggered thread: VulkanWorker
    • Vulkan::MasterSemaphore::Refresh()
    • Vulkan::ResourcePool::CommitResource()
    • Vulkan::DescriptorAllocator::Commit()

    The GPUBack thread also showed failures in Vulkan::RasterizerVulkan::Draw() and VideoCommon::BufferCache.

    I tested the November 7 build and confirmed that it improves the introductory video performance, but the crash at the transition into gameplay remains.

    I would be happy to test patches or workarounds for Apple Silicon / MoltenVK.

    Thanks!

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