[Tracking] Game and menu bugs: softlocks, missing characters, items, cutscenes, UI #2506

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opened 2026-11-11 21:21:43 +00:00 by NotRexed · 4 comments
NotRexed commented 2026-11-11 21:21:43 +00:00 (Migrated from github.com)

Some of these may come from running above 60 fps (#1742): say your frame rate cap when you add one.

Reports

  • #1450: Items are not added to the inventory (v2.0.11; RTX 4070 Ti Super; Ryzen 5 7600X)
  • #1460: Cutscene voices switch from Portuguese (pt-BR) to Japanese after the first boss (v2.0.11 (source d6369f1e); NVIDIA GeForce RTX 4060 (8 GB), NVIDIA 610.74; AMD Ryzen 7 5700X, 32 GB, Windows 11 Pro 24H2 (build 26100))
  • #1788: King Zora gone after unfreezing him (after the Iron Boots dungeon): the cutscene doesn't play, softlock
  • #1807: Endless loading when entering the Great Deku Tree (RTX 3080 Ti, v2.0.13 and v2.0.14)
  • #2007: Stuck at inventory when given the Kokiri Emerald (2.0.14; rtx 5070ti 595.112.07; ryzen 9 5900XT NobaraOS)
  • #2216: The number above the link header won't disappear. (2.1.0; 9070xt, 26.10.2; 7800x3d, 32GB, win11)
  • #2217: Debug tab: Teleport / Switch age can leave the minimap hidden for good (MapIconDeactivateByAreaActor stays s (pull request #2402)
  • #2271: Spider Web not reacting to Link (v2.1.0; RTX 5080 621.14; Ryzen 9800X3D 32Gb Windows 11)
  • #2298: Kokiri Shop: shopkeeper never appears, shop can’t be used (v2.1.0; NVIDIA GeForce RTX 3080, driver 610.88; Ryzen 5 3600, 16 GB, Windows 11 Pro (build 26200))
  • #2463: Windowed resolution not sized to resolution set in options (v2.1.0)
  • #2500: Bug: Gohma gets stuck on the wall when climbing to or descending from the ceiling (v2.1.0; NVIDIA RTX 5080, NVIDIA 621.14; AMD Ryzen 9 9950X, 64 GB, Windows 11)

These reports were collected here so one fix closes them all and the open list stays readable. Add new details as a comment here (version, card and driver, where in the game, and the hookshot_log.txt from the game folder).

Some of these may come from running above 60 fps (#1742): say your frame rate cap when you add one. ## Reports - #1450: Items are not added to the inventory (v2.0.11; RTX 4070 Ti Super; Ryzen 5 7600X) - #1460: Cutscene voices switch from Portuguese (pt-BR) to Japanese after the first boss (v2.0.11 (source d6369f1e); NVIDIA GeForce RTX 4060 (8 GB), NVIDIA 610.74; AMD Ryzen 7 5700X, 32 GB, Windows 11 Pro 24H2 (build 26100)) - #1788: King Zora gone after unfreezing him (after the Iron Boots dungeon): the cutscene doesn't play, softlock - #1807: Endless loading when entering the Great Deku Tree (RTX 3080 Ti, v2.0.13 and v2.0.14) - #2007: Stuck at inventory when given the Kokiri Emerald (2.0.14; rtx 5070ti 595.112.07; ryzen 9 5900XT NobaraOS) - #2216: The number above the link header won't disappear. (2.1.0; 9070xt, 26.10.2; 7800x3d, 32GB, win11) - #2217: Debug tab: Teleport / Switch age can leave the minimap hidden for good (`MapIconDeactivateByAreaActor` stays s (pull request #2402) - #2271: Spider Web not reacting to Link (v2.1.0; RTX 5080 621.14; Ryzen 9800X3D 32Gb Windows 11) - #2298: Kokiri Shop: shopkeeper never appears, shop can’t be used (v2.1.0; NVIDIA GeForce RTX 3080, driver 610.88; Ryzen 5 3600, 16 GB, Windows 11 Pro (build 26200)) - #2463: Windowed resolution not sized to resolution set in options (v2.1.0) - #2500: Bug: Gohma gets stuck on the wall when climbing to or descending from the ceiling (v2.1.0; NVIDIA RTX 5080, NVIDIA 621.14; AMD Ryzen 9 9950X, 64 GB, Windows 11) These reports were collected here so one fix closes them all and the open list stays readable. Add new details as a comment here (version, card and driver, where in the game, and the hookshot_log.txt from the game folder).
Arkex-ai commented 2026-11-11 21:44:20 +00:00 (Migrated from github.com)

Follow-up for #1450: I couldn't reproduce the loose-rupee failure in a pinned 463eab1f Windows build at a 60 FPS cap (RTX 5070 Ti).

Starting from an early save after the first Saria conversation, with debug tools off and no chests opened, the first loose green rupee changed the actual inventory wallet from 0/200 to 1/200. A loose blue rupee then changed it to 6/200. This also separates normal acquisition from the debug quantity/capacity symptom I mentioned earlier.

This was a copy of an existing early save, not a newly created game or the reported v2.0.11 build. Hearts, Sticks and Nuts remain untested, so I'm not treating this as a fix or asking to close the report. Next useful control is a fresh save, or an affected save if the failure still occurs on a recent release.

Follow-up for #1450: I couldn't reproduce the loose-rupee failure in a pinned `463eab1f` Windows build at a 60 FPS cap (RTX 5070 Ti). Starting from an early save after the first Saria conversation, with debug tools off and no chests opened, the first loose green rupee changed the actual inventory wallet from **0/200 to 1/200**. A loose blue rupee then changed it to **6/200**. This also separates normal acquisition from the debug quantity/capacity symptom I mentioned earlier. This was a copy of an existing early save, not a newly created game or the reported v2.0.11 build. Hearts, Sticks and Nuts remain untested, so I'm not treating this as a fix or asking to close the report. Next useful control is a fresh save, or an affected save if the failure still occurs on a recent release.
mooki000 commented 2026-11-11 23:04:18 +00:00 (Migrated from github.com)

On #1450 (rupees not counted on a new save): I could not reproduce it on Linux either, which matches @Arkex-ai's Windows result above.

What I ran: Arch Linux, RTX 4090, NVIDIA 615.78.08, headless, input by script, on main 364d1994 and the v2.0.11 tag. The save is my own autosave from just after Link's house: 0 rupees, no pick-up taken yet. I used the loose green rupee on the big rock in Kokiri Forest and the blue rupee on the tree stump beside it.

  • The first green rupee played "You got a green rupee!" and the wallet went 0 → 1 in every run that reached it: main at 60, ~17, ~41 and ~108 fps, and v2.0.11 at 60.
  • The blue on the stump, taken first, played its scene and the wallet went 0 → 5, at 60, ~16 and ~81 fps, and also when Link climbs onto the stump from hanging on its edge.

One false lead I should correct before anyone repeats it. In my first runs the blue looked lost whenever the green was taken first: no scene, and the wallet stayed at 1. That was my script. Link climbed up from hanging on the stump's edge and stopped next to the rupee, and the camera behind him hid it:

run (main 364d1994 plus a wallet log, 60 fps cap) what happened wallet
green first, then climb onto the stump Link stops at the edge; the blue is still there, untouched 0 → 1
the same, then turn the camera and take one short step forward the camera shows the blue still on the stump; the step plays "You got a blue rupee!" 0 → 1 → 6

I also traced the green pick-up with a debugger (main 364d1994 with a logging patch). Touching the rupee entered the game's first-pick-up routine once. That routine asked for the get scene, and the request was accepted. The rupee went into the wallet when the scene ended. The routine also has an exit that neither counts the rupee nor asks for the scene, but that exit was never taken. So I have no candidate cause.

Not tested: Windows, hearts and Deku Sticks, the reporter's own save, and v2.0.11 at the ~15 fps of the video (my run at that rate never left the title screen, because of my script).

For players today: the reporter found that after opening a chest of rupees every later rupee counts, and the debug menu also got leviray001 past Mido. If a rupee on top of something seems to give nothing, turn the camera first, because it may still be there.

On #1450 (rupees not counted on a new save): I could not reproduce it on Linux either, which matches @Arkex-ai's Windows result above. What I ran: Arch Linux, RTX 4090, NVIDIA 615.78.08, headless, input by script, on main `364d1994` and the v2.0.11 tag. The save is my own autosave from just after Link's house: 0 rupees, no pick-up taken yet. I used the loose green rupee on the big rock in Kokiri Forest and the blue rupee on the tree stump beside it. - The first green rupee played "You got a green rupee!" and the wallet went 0 → 1 in every run that reached it: main at 60, ~17, ~41 and ~108 fps, and v2.0.11 at 60. - The blue on the stump, taken first, played its scene and the wallet went 0 → 5, at 60, ~16 and ~81 fps, and also when Link climbs onto the stump from hanging on its edge. One false lead I should correct before anyone repeats it. In my first runs the blue looked lost whenever the green was taken first: no scene, and the wallet stayed at 1. That was my script. Link climbed up from hanging on the stump's edge and stopped next to the rupee, and the camera behind him hid it: | run (main `364d1994` plus a wallet log, 60 fps cap) | what happened | wallet | |---|---|---| | green first, then climb onto the stump | Link stops at the edge; the blue is still there, untouched | 0 → 1 | | the same, then turn the camera and take one short step forward | the camera shows the blue still on the stump; the step plays "You got a blue rupee!" | 0 → 1 → 6 | I also traced the green pick-up with a debugger (main `364d1994` with a logging patch). Touching the rupee entered the game's first-pick-up routine once. That routine asked for the get scene, and the request was accepted. The rupee went into the wallet when the scene ended. The routine also has an exit that neither counts the rupee nor asks for the scene, but that exit was never taken. So I have no candidate cause. Not tested: Windows, hearts and Deku Sticks, the reporter's own save, and v2.0.11 at the ~15 fps of the video (my run at that rate never left the title screen, because of my script). For players today: the reporter found that after opening a chest of rupees every later rupee counts, and the debug menu also got leviray001 past Mido. If a rupee on top of something seems to give nothing, turn the camera first, because it may still be there.
NotRexed commented 2026-11-12 03:07:25 +00:00 (Migrated from github.com)

More reports of this, collected here:

  • #2571: Frozen Zoras under the ice in Zora's Domain animate jerkily instead of staying still
  • #2589: Crash after using Boss Warp after defeating Volvagia in the Fire Temple (v2.1.0; AMD Ryzen AI Z2 Extreme, Driver Version 26.20.15.07-261015a-205321C-As; AMD Ryzen AI Z2 Extreme, 24GB, (14GB in use for CPU), Windows 11)
  • #2593: Weird camera glitches (v2.1.0; RTX 4090 Drive 621.14; Ryzen 7 9800X3D Windows 11 26H2 26300.9711)
More reports of this, collected here: - #2571: Frozen Zoras under the ice in Zora's Domain animate jerkily instead of staying still - #2589: Crash after using Boss Warp after defeating Volvagia in the Fire Temple (v2.1.0; AMD Ryzen AI Z2 Extreme, Driver Version 26.20.15.07-261015a-205321C-As; AMD Ryzen AI Z2 Extreme, 24GB, (14GB in use for CPU), Windows 11) - #2593: Weird camera glitches (v2.1.0; RTX 4090 Drive 621.14; Ryzen 7 9800X3D Windows 11 26H2 26300.9711)
Owner

@colo513 commented on GitHub · 2026-11-12 16:13 UTC · original

when in hyrule town and playing the bombchu minigame in hyrule castle crashes the game, when i start the minigame, i didnt have any bombchus so it was my first time using them
my game is locked on 60 fps already
hookshot_log.txt

ootr saves.zip

gpu 2060 super
ram 16 gigs of ram at 3200ghz
cpu ryzen 7 pro 4750g

> [@colo513](https://github.com/colo513) commented on GitHub · 2026-11-12 16:13 UTC · [original](https://github.com/NotRexed/Hookshot/issues/2506#issuecomment-6829019486) when in hyrule town and playing the bombchu minigame in hyrule castle crashes the game, when i start the minigame, i didnt have any bombchus so it was my first time using them my game is locked on 60 fps already [hookshot_log.txt](https://github.com/user-attachments/files/34757247/hookshot_log.txt) [ootr saves.zip](https://github.com/user-attachments/files/34758195/ootr.saves.zip) gpu 2060 super ram 16 gigs of ram at 3200ghz cpu ryzen 7 pro 4750g <!-- github-sync:c:6829019486 -->
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MagicBeanDev/Hookshot#2506
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