Link stuck jumping / floating in mid-air during Saria's dialogue after the Gohma fight (possibly v2.0.13) #1726

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opened 2026-11-10 14:46:25 +00:00 by NotRexed · 1 comment
NotRexed commented 2026-11-10 14:46:25 +00:00 (Migrated from github.com)

Reported on Discord, posted minutes after v2.0.13 was released.

What happens: in the conversation with Saria in Kokiri Forest after defeating Gohma, Link is stuck in a jump, floating in mid-air: the screenshots show his leg and boot hanging high in the top-right corner of the dialogue shot. The player says it happens "only in dialogue, gameplay ok".

Why the version matters: v2.0.13 changed how the game's speed follows the frame rate when the Frame rate cap is above 60 (#1612). A dialogue scene that animates Link with a step size meant for 60 fps could show this if that change misses it.

Please say:

  • the Hookshot version (v2.0.12 or v2.0.13),
  • the Frame rate cap setting in the Insert menu (60 or higher; and frame generation on or off),
  • whether it also happens with the cap at 60,
  • and attach hookshot_log.txt from that session.
Reported on Discord, posted minutes after v2.0.13 was released. **What happens:** in the conversation with Saria in Kokiri Forest after defeating Gohma, Link is stuck in a jump, floating in mid-air: the screenshots show his leg and boot hanging high in the top-right corner of the dialogue shot. The player says it happens "only in dialogue, gameplay ok". **Why the version matters:** v2.0.13 changed how the game's speed follows the frame rate when the Frame rate cap is above 60 (#1612). A dialogue scene that animates Link with a step size meant for 60 fps could show this if that change misses it. **Please say:** - the Hookshot version (v2.0.12 or v2.0.13), - the Frame rate cap setting in the Insert menu (60 or higher; and frame generation on or off), - whether it also happens with the cap at 60, - and attach hookshot_log.txt from that session.
NotRexed commented 2026-11-10 15:17:24 +00:00 (Migrated from github.com)

Closing in favour of #1742: the same v2.0.13 side effect of #1612 (cutscenes and dialogue running at the frame rate above a 60 cap). Work-around: Frame rate cap at 60. If this also happens with the cap at 60, please comment here and it will be reopened.

Closing in favour of #1742: the same v2.0.13 side effect of #1612 (cutscenes and dialogue running at the frame rate above a 60 cap). Work-around: Frame rate cap at 60. If this also happens with the cap at 60, please comment here and it will be reopened.
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MagicBeanDev/Hookshot#1726
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