Build freezes at "main: ZBIC -> plain NSO" on v2.0.14 (fresh full build, worker python.exe at 0% CPU) #1876

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opened 2026-11-10 19:12:17 +00:00 by SebasHT15 · 2 comments
SebasHT15 commented 2026-11-10 19:12:17 +00:00 (Migrated from github.com)

Builder version

2.0.14

How you built

Hookshot Builder app (Windows)

Game files given to it

A .nup

The error

**Builder:** v2.0.14 (fresh clean install)
**OS:** Windows 11 Pro (build 26200)
**GPU:** NVIDIA GeForce RTX 4090 Laptop GPU (Vulkan 1.4)
**Game:** The Legend of Zelda: Ocarina of Time (title 0400486024dec000, v131072)
**Build target:** a plain local folder (C:\Games\OOT), source = local .nup

### Background / how I got here
- The day before, I had a **working OoT build made with HookshotBuilder v2.0.11** —
  it built and ran fine. The only problem was the known **floating-trees** bug
  (#994 / #352 / #422) around Hyrule Castle and Kakariko.
- To get the floating-trees fix (merged for v2.0.12, PR #1334), I updated the
  builder. It auto-updated **v2.0.11 → v2.0.13 → v2.0.14**.
- After updating, the first thing I tried was the in-app **"update existing game"**
  flow. That froze at **"Reading your game files"** (0% CPU, no progress).
- My game/output folder was originally inside a **OneDrive-synced folder** (with the
  OneDrive client not running). Moving the output to a **plain local path (C:\Games)**
  got the build *past* the unpack stage — so OneDrive is not the root cause — but it
  then froze at the next stage ("ZBIC -> plain NSO").
- I then did a **full clean reinstall** (deleted %LocalAppData%\HookshotBuilder and the
  game output, re-downloaded the .nup, fresh builder install, full from-scratch build).
  It still freezes at the same "ZBIC -> plain NSO" line, as described below.

**Summary:** v2.0.11 built fine; freezing began only after updating to v2.0.13/v2.0.14,
and reproduces on a completely clean install.

### What happens
On a fresh, from-scratch build the unpack stage completes fine — it writes all
**186,588 files (26.27 GB)** — then the build reaches ~4% and **freezes at**:

It never progresses past this line. No compiler processes ever start.

### Key detail (what's actually hung)
The GUI (`HookshotBuilder.exe`) is idle, but the real worker is the bundled
**`...\versions\v2.0.14\HookshotBuilder\tools\python\python.exe`**, which sits at
**0% CPU and 0 bytes/s disk I/O indefinitely** — it's deadlocked, not slow.
Killing `HookshotBuilder.exe` does NOT kill this python worker; it keeps running.

### Reproducibility
- Happens every time, including after a **completely clean reinstall** of the builder
  (deleted `%LocalAppData%\HookshotBuilder` and reinstalled).
- Tried output folders both inside OneDrive and on a plain local path (C:\Games) — same.
- Retrying (kill + rebuild, incremental) advances one stage at a time but keeps
  re-freezing.

### Possibly relevant
- `%LocalAppData%\HookshotBuilder\system_headers.txt` is **0 bytes** after setup.
- A **v2.0.11** incremental update built fine the day before; freezing started only
  after the builder auto-updated to v2.0.13 → v2.0.14 and I did a full from-scratch build.

Visual Studio or Build Tools version, and Windows SDK version

No response

Operating system and free space on the output drive

Windows 11

Before you send it

  • I'm on the newest release, or it still fails on it.
  • I searched the open issues for this error.
  • I'm not attaching game files or anything built from them.
### Builder version 2.0.14 ### How you built Hookshot Builder app (Windows) ### Game files given to it A .nup ### The error ```text **Builder:** v2.0.14 (fresh clean install) **OS:** Windows 11 Pro (build 26200) **GPU:** NVIDIA GeForce RTX 4090 Laptop GPU (Vulkan 1.4) **Game:** The Legend of Zelda: Ocarina of Time (title 0400486024dec000, v131072) **Build target:** a plain local folder (C:\Games\OOT), source = local .nup ### Background / how I got here - The day before, I had a **working OoT build made with HookshotBuilder v2.0.11** — it built and ran fine. The only problem was the known **floating-trees** bug (#994 / #352 / #422) around Hyrule Castle and Kakariko. - To get the floating-trees fix (merged for v2.0.12, PR #1334), I updated the builder. It auto-updated **v2.0.11 → v2.0.13 → v2.0.14**. - After updating, the first thing I tried was the in-app **"update existing game"** flow. That froze at **"Reading your game files"** (0% CPU, no progress). - My game/output folder was originally inside a **OneDrive-synced folder** (with the OneDrive client not running). Moving the output to a **plain local path (C:\Games)** got the build *past* the unpack stage — so OneDrive is not the root cause — but it then froze at the next stage ("ZBIC -> plain NSO"). - I then did a **full clean reinstall** (deleted %LocalAppData%\HookshotBuilder and the game output, re-downloaded the .nup, fresh builder install, full from-scratch build). It still freezes at the same "ZBIC -> plain NSO" line, as described below. **Summary:** v2.0.11 built fine; freezing began only after updating to v2.0.13/v2.0.14, and reproduces on a completely clean install. ### What happens On a fresh, from-scratch build the unpack stage completes fine — it writes all **186,588 files (26.27 GB)** — then the build reaches ~4% and **freezes at**: It never progresses past this line. No compiler processes ever start. ### Key detail (what's actually hung) The GUI (`HookshotBuilder.exe`) is idle, but the real worker is the bundled **`...\versions\v2.0.14\HookshotBuilder\tools\python\python.exe`**, which sits at **0% CPU and 0 bytes/s disk I/O indefinitely** — it's deadlocked, not slow. Killing `HookshotBuilder.exe` does NOT kill this python worker; it keeps running. ### Reproducibility - Happens every time, including after a **completely clean reinstall** of the builder (deleted `%LocalAppData%\HookshotBuilder` and reinstalled). - Tried output folders both inside OneDrive and on a plain local path (C:\Games) — same. - Retrying (kill + rebuild, incremental) advances one stage at a time but keeps re-freezing. ### Possibly relevant - `%LocalAppData%\HookshotBuilder\system_headers.txt` is **0 bytes** after setup. - A **v2.0.11** incremental update built fine the day before; freezing started only after the builder auto-updated to v2.0.13 → v2.0.14 and I did a full from-scratch build. ``` ### Visual Studio or Build Tools version, and Windows SDK version _No response_ ### Operating system and free space on the output drive Windows 11 ### Before you send it - [x] I'm on the newest release, or it still fails on it. - [x] I searched the open issues for this error. - [x] I'm not attaching game files or anything built from them.
NotRexed commented 2026-11-11 01:15:38 +00:00 (Migrated from github.com)

v2.1.0-rc.1 is out as a pre-release (https://github.com/NotRexed/Hookshot/releases/tag/v2.1.0-rc.1) and carries #1885 (no reopening of ~100k files after the unpack, which is where the Builder sat at "main: ZBIC -> plain NSO" / reading). If you can, try a build with it and say whether it gets past that stage. This stays open until 2.1.0 is final.

**v2.1.0-rc.1 is out as a pre-release** (https://github.com/NotRexed/Hookshot/releases/tag/v2.1.0-rc.1) and carries #1885 (no reopening of ~100k files after the unpack, which is where the Builder sat at "main: ZBIC -> plain NSO" / reading). If you can, try a build with it and say whether it gets past that stage. This stays open until 2.1.0 is final.
NotRexed commented 2026-11-11 02:32:14 +00:00 (Migrated from github.com)

Fixed in v2.1.0. The long silent stop after "ZBIC -> plain NSO" was the damaged-texture check reopening about 100,000 extracted files. It now uses what the extraction already saw (#1885) and shows its progress while it runs. If a build still stops there on 2.1.0, reopen with the Builder's log.

Fixed in [v2.1.0](https://github.com/NotRexed/Hookshot/releases/tag/v2.1.0). The long silent stop after "ZBIC -> plain NSO" was the damaged-texture check reopening about 100,000 extracted files. It now uses what the extraction already saw (#1885) and shows its progress while it runs. If a build still stops there on 2.1.0, reopen with the Builder's log.
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MagicBeanDev/Hookshot#1876
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