Link cannot roll when tilting stick "forward left" or "forward right" #2776

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opened 2026-11-12 12:37:06 +00:00 by github-sync · 1 comment
Owner

@AvailableMovie opened on GitHub · 2026-11-12 12:33 UTC · original

Hookshot version

v2.1.0

What kind of problem

Sound, controls or saves

What happened

Steps to reproduce:

  1. Tilt the left stick all the way to "forward left" or "forward right"
  2. Press right face button
  3. Link does not roll. He keeps running, or, it seems like he starts the very beginning of his sprinting animation.
    (When tilting the stick in any other direction and pressing the right face button, Link rolls successfully as intended.)
    (This issue does not happen in Fritchii)

Where in the game

Anywhere

How often

Every time

Graphics card and driver version

Nvidia RTX 5080 driver 621.14

CPU, RAM and operating system

AMD Ryzen 7 5700X 8-Core Processor (3.40 GHz), 32 GB of RAM, Windows 11

Changes from the defaults

No response

Other software hooked into the game

No, nothing hooked in

hookshot_log.txt

hookshot_log.txt

hookshot_log.1.txt

Screenshots or video

No response

Before you send it

  • I'm on the newest release, or the problem is still there on it.
  • I searched the open issues for this problem.
  • I'm not attaching game files, keys, hookshot.exe, the .bin caches or saves.
> [@AvailableMovie](https://github.com/AvailableMovie) opened on GitHub · 2026-11-12 12:33 UTC · [original](https://github.com/NotRexed/Hookshot/issues/2776) ### Hookshot version v2.1.0 ### What kind of problem Sound, controls or saves ### What happened Steps to reproduce: 1. Tilt the left stick all the way to "forward left" or "forward right" 2. Press right face button 3. Link does not roll. He keeps running, or, it seems like he starts the very beginning of his sprinting animation. (When tilting the stick in any other direction and pressing the right face button, Link rolls successfully as intended.) (This issue does not happen in Fritchii) ### Where in the game Anywhere ### How often Every time ### Graphics card and driver version Nvidia RTX 5080 driver 621.14 ### CPU, RAM and operating system AMD Ryzen 7 5700X 8-Core Processor (3.40 GHz), 32 GB of RAM, Windows 11 ### Changes from the defaults _No response_ ### Other software hooked into the game No, nothing hooked in ### hookshot_log.txt [hookshot_log.txt](https://github.com/user-attachments/files/34747626/hookshot_log.txt) [hookshot_log.1.txt](https://github.com/user-attachments/files/34747643/hookshot_log.1.txt) ### Screenshots or video _No response_ ### Before you send it - [x] I'm on the newest release, or the problem is still there on it. - [x] I searched the open issues for this problem. - [x] I'm not attaching game files, keys, hookshot.exe, the .bin caches or saves. <!-- github-sync:item:2776 -->
Author
Owner

@mooki000 commented on GitHub · 2026-11-12 18:34 UTC · original

I tested this on Linux with an RTX 4090 (driver 615.78.08), using main 51da0464 plus local input/state probes, a 60 fps cap and flat ground in Hyrule Field. No input-range fix was applied. I could not reproduce the missing roll.

Across three completed windowless sessions, all 43 tested presses rolled: straight-ahead controls, both forward diagonals with each axis at maximum, the same diagonals reduced to circular full tilt, and nearby angles from 20° to 70° on both sides. The main comparisons ran with both Real time and Per frame. Position traces and inspected captures agree.

W+A / W+D with the Action key also rolled through the normal keyboard bindings. Those key states were supplied by a local test probe, not a physical keyboard. I have not tested Windows or a physical controller, so this does not rule out your report or establish that keyboard players cannot encounter it.

Both of your logs identify SDL3 and a PS4 Controller, but neither records the active mapping, actual stick readings, layout preset or dead-zone setting. #1600 has now merged; it fixes the inner dead zone and preserves full-strength diagonal values, rather than adding an outer-radius clamp. I have not verified its effect with your pad.

Could you retest a current build with your controller and compare W+A / W+D plus your bound Action key (E by default)? If it still happens, please include the exact controller model and wired/Bluetooth connection, the Stick dead zone and Layout preset values, and a short video or fresh log from that run. I have not attached a speculative input-range fix.

> [@mooki000](https://github.com/mooki000) commented on GitHub · 2026-11-12 18:34 UTC · [original](https://github.com/NotRexed/Hookshot/issues/2776#issuecomment-6832475909) I tested this on Linux with an RTX 4090 (driver 615.78.08), using main `51da0464` plus local input/state probes, a 60 fps cap and flat ground in Hyrule Field. No input-range fix was applied. I could not reproduce the missing roll. Across three completed windowless sessions, all 43 tested presses rolled: straight-ahead controls, both forward diagonals with each axis at maximum, the same diagonals reduced to circular full tilt, and nearby angles from 20° to 70° on both sides. The main comparisons ran with both Real time and Per frame. Position traces and inspected captures agree. W+A / W+D with the Action key also rolled through the normal keyboard bindings. Those key states were supplied by a local test probe, not a physical keyboard. I have **not** tested Windows or a physical controller, so this does not rule out your report or establish that keyboard players cannot encounter it. Both of your logs identify SDL3 and a `PS4 Controller`, but neither records the active mapping, actual stick readings, layout preset or dead-zone setting. #1600 has now merged; it fixes the inner dead zone and preserves full-strength diagonal values, rather than adding an outer-radius clamp. I have not verified its effect with your pad. Could you retest a current build with your controller and compare W+A / W+D plus your bound Action key (E by default)? If it still happens, please include the exact controller model and wired/Bluetooth connection, the Stick dead zone and Layout preset values, and a short video or fresh log from that run. I have not attached a speculative input-range fix. <!-- github-sync:c:6832475909 -->
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MagicBeanDev/Hookshot#2776
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