Stuck at inventory when given the Kokiri Emerald #2007
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MagicBeanDev/Hookshot#2007
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Hookshot version
2.0.14
What kind of problem
Crash, freeze or black screen
What happened
Since version 2.0.9 the game gets stuck in the inventory screen right when the deku tree gives link the Kokiri Emerald.
It doesn't crash, the game is still running at 60fps, even the particle effects from the menu keep moving. But nothing happens.
Where in the game
Deku Tree, after beating Queen Gohma
How often
Every time
Graphics card and driver version
rtx 5070ti 595.112.07
CPU, RAM and operating system
ryzen 9 5900XT NobaraOS
Changes from the defaults
No response
Other software hooked into the game
No, nothing hooked in
hookshot_log.txt
hookshot_log.txt
Screenshots or video
Before you send it
Thanks. What's your Frame rate cap in the Insert menu? Above 60, some frame-counted parts of the game stop advancing (#1742), which can leave the game stuck in a menu or cutscene; please try the cap at 60 and say whether you can get past the Kokiri Emerald then.
Where do I see that? I haven't changed anything, I just launched it once it finished recompiling.
A data point from the same kind of machine (Linux, RTX 4090, NVIDIA 615.78.08), and something in the logs that may tie this to #1929.
On current main the ending plays through here. From a save in Gohma's room, at the default settings (cap 60), headless: the blue warp, the Deku Tree's talk, the story movie to its end, the Kokiri Emerald, the pause menu's Key Items page with the emerald in its first place (the first tab reads "Key Items", where your screenshot has "???"), and back to the Deku Tree. One run on main at
bdfe09c, on a heavily loaded machine, so it rules nothing out by itself.What differs in the logs. In your log, right after the story movie's decoder starts, the movie player's own threads are let run without a virtual core (the escape of #1929); three lines of it, others left out:
I counted this in every log attached here and to #1919 (the white screen in the same scene), and in my own runs:
bdfe09c(Movie threads:
MovieOperateThread,MovieEventHandleThread,MovieMediaSourceClientand the input readerムービー入力読込.) Two of the #1919 logs end withMovieOperateThread: joining ムービー入力読込 for 10 s, the same input thread that escapes here.So a guess, not a finding: an escaped movie thread sharing a core's state with its holder breaks the movie player, and what follows the movie (the emerald screen here, the white screen in #1919) never finishes.
bdfe09chas9f42700e("WaitAny's scan makes no vcore checkpoint while it holds mw_lock"), and so does v2.1.0; #2127 is meant to make escapes rarer still.@Elvitt0, could you try the same save on v2.1.0? If it still sticks, the log of that run would show whether the movie's threads still escape.
Corrected 2026-11-11 16:37 UTC: my own runs since then do not support the guess above. On v2.0.14 here (Linux, RTX 4090, cap 60, the game held to 12 CPUs) the whole ending passed in 3 of 3 runs while the movie's threads escaped as in your log: 2 or 3 escapes at the story movie's start, 19 to 25 escapes per run in all. So an escaped movie thread at the movie's start does not by itself stick this screen. What does is not found yet; I have not reproduced the stuck page on any build.
Thanks for the report. Reports of the same problem are now collected in #2506, which lists this one with your details and links back here, so one fix closes them together and the open list stays readable. Follow #2506 for the fix, and add new details there (or here). If this turns out to be a separate problem it will be reopened.