Moving stone platform under the spikes in the Great Deku Tree doesn't carry Link: he slides off and stays in place #1798

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opened 2026-11-10 16:58:18 +00:00 by ldallacqua · 1 comment
ldallacqua commented 2026-11-10 16:58:18 +00:00 (Migrated from github.com)

Hookshot version

v2.0.13 (v2.0.14 came out today as a hotfix for HDR, the menu and bracketed build paths; not retested on it yet)

What kind of problem

Something else

What happened

Moving platforms don't carry Link. In the Great Deku Tree there is a stone platform that slides back and forth underneath the spikes. When Link stands on it, the platform moves away but Link doesn't move with it: he slides off and stays in the same spot instead of riding on top of the platform.

Expected: Link stays on the platform and moves with it, as in the original game.

My frame rate cap is set to 120 in the Insert menu:

vi: frame rate cap 120: pacing, the game's limiter and its time step follow it

I'm not sure the cap was already at 120 the first time I saw this, and I haven't retested at 60 yet. If it does depend on the cap, it may be the same family as #1742 (things that still step once per frame above a 60 fps cap since #1612): if the platform moves by the real-time step while Link's "carried by the platform" movement is applied per frame, or the other way round, he would slip off like this. I'll retest at a cap of 60 and report back.

Where in the game

Inside the Great Deku Tree, the stone platform that slides underneath the spikes, standing on it while it moves

How often

Every time

Graphics card and driver version

RTX 4090, NVIDIA 621.01

CPU, RAM and operating system

Ryzen 7 9800X3D, 32 GB, Windows 11 Pro 25H2

Changes from the defaults

  • Frame rate cap: 120
  • Output resolution: 3840x2160 (4K), render resolution 67%
  • NVIDIA Reflex: on
  • No hookshot_env.txt

Other software hooked into the game

No, nothing hooked in

hookshot_log.txt

I can't attach files from where I'm filing this; the relevant line is quoted above. I can attach the full log, or one with HOS_FPS_LOG=1, if it helps.

Screenshots or video

None yet.

Before you send it

  • I searched the open issues for this problem. (Nothing about moving platforms; #1742 looks related.)
  • I'm not attaching game files, keys, hookshot.exe, the .bin caches or saves.
### Hookshot version v2.0.13 (v2.0.14 came out today as a hotfix for HDR, the menu and bracketed build paths; not retested on it yet) ### What kind of problem Something else ### What happened Moving platforms don't carry Link. In the Great Deku Tree there is a stone platform that slides back and forth underneath the spikes. When Link stands on it, the platform moves away but Link doesn't move with it: he slides off and stays in the same spot instead of riding on top of the platform. Expected: Link stays on the platform and moves with it, as in the original game. My frame rate cap is set to 120 in the Insert menu: ``` vi: frame rate cap 120: pacing, the game's limiter and its time step follow it ``` I'm not sure the cap was already at 120 the first time I saw this, and I haven't retested at 60 yet. If it does depend on the cap, it may be the same family as #1742 (things that still step once per frame above a 60 fps cap since #1612): if the platform moves by the real-time step while Link's "carried by the platform" movement is applied per frame, or the other way round, he would slip off like this. I'll retest at a cap of 60 and report back. ### Where in the game Inside the Great Deku Tree, the stone platform that slides underneath the spikes, standing on it while it moves ### How often Every time ### Graphics card and driver version RTX 4090, NVIDIA 621.01 ### CPU, RAM and operating system Ryzen 7 9800X3D, 32 GB, Windows 11 Pro 25H2 ### Changes from the defaults - Frame rate cap: 120 - Output resolution: 3840x2160 (4K), render resolution 67% - NVIDIA Reflex: on - No hookshot_env.txt ### Other software hooked into the game No, nothing hooked in ### hookshot_log.txt I can't attach files from where I'm filing this; the relevant line is quoted above. I can attach the full log, or one with `HOS_FPS_LOG=1`, if it helps. ### Screenshots or video None yet. ### Before you send it - [x] I searched the open issues for this problem. (Nothing about moving platforms; #1742 looks related.) - [x] I'm not attaching game files, keys, hookshot.exe, the .bin caches or saves.
NotRexed commented 2026-11-10 17:17:04 +00:00 (Migrated from github.com)

Duplicate of #1742: with the Frame rate cap above 60 (120 here), some game logic still runs at the frame rate (moving platforms, cutscenes, Gohma). Set the cap to 60 (the default) for now. Please follow #1742.

Duplicate of #1742: with the Frame rate cap above 60 (120 here), some game logic still runs at the frame rate (moving platforms, cutscenes, Gohma). Set the cap to 60 (the default) for now. Please follow #1742.
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Reference
MagicBeanDev/Hookshot#1798
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