David Racine 497d34570b fix: free look releases the door peek camera (#6756)
* fix(camera): let free look release the door peek camera

After walking through a door, the door camera (CAM_SET_DOORC) held the view and
only handed control back once the player moved or pressed a button, so the right
stick did nothing until then. With free look the camera appeared frozen after
every door.

Treat right-stick movement as a release condition too, using the same stick
threshold as free-look activation.

* refactor(camera): move door-cam free-look release to a VB_SHOULD hook

Reimplements the door peek camera free-look release as a vanilla-behavior
hook instead of inline logic in z_camera.c, keeping the decomp file close
to upstream.

- Add VB_RELEASE_DOORC_CAMERA wrapping the existing Camera_Special9 release
  condition; the vanilla button/xzSpeed expression is left untouched.
- Move the right-stick / free-look threshold logic into a new enhancement,
  FreeLookDoorCamRelease.cpp, registered with COND_VB_SHOULD and gated on
  FreeLook.Enabled so the hook only exists while Free Look is on.

Behavior is unchanged from the previous fix; this only relocates the logic.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 13:58:12 +00:00
2025-11-09 18:27:19 -07:00
2025-06-23 21:29:40 -04:00
2023-03-02 15:37:47 +01:00
2025-06-23 21:29:40 -04:00
2022-11-06 11:00:34 +01:00

Ship of Harkinian Ship of Harkinian

Website

Official Website: https://www.shipofharkinian.com/

Discord

Official Discord: https://discord.com/invite/shipofharkinian

If you're having any trouble after reading through this README, feel free to ask for help in the Support text channels. Please keep in mind that we do not condone piracy.

Quick Start

The Ship does not include any copyrighted assets. You are required to provide a supported copy of the game.

1. Verify your ROM dump

You can verify you have dumped a supported copy of the game by using the compatibility checker at https://ship.equipment/. If you'd prefer to manually validate your ROM dump, you can cross-reference its sha1 hash with the hashes here.

2. Download The Ship of Harkinian from Releases

3. Launch the Game!

Windows

  • Extract the zip
  • Launch soh.exe

Linux

  • Place your supported copy of the game in the same folder as the appimage.
  • Execute soh.appimage. You may have to chmod +x the appimage via terminal.

macOS

  • Run soh.app. When prompted, select your supported copy of the game.
  • You should see a notification saying Processing OTR, then, once the process is complete, you should get a notification saying OTR Successfully Generated, then the game should start.

Nintendo Switch

  • Run one of the PC releases to generate an oot.o2r and/or oot-mq.o2r file. After launching the game on PC, you will be able to find these files in the same directory as soh.exe or soh.appimage. On macOS, these files can be found in /Users/<username>/Library/Application Support/com.shipofharkinian.soh/
  • Copy the files to your sd card
sdcard
└── switch
    └── soh
        ├── oot-mq.o2r
        ├── oot.o2r
        ├── soh.nro
        └── soh.o2r
  • Launch via Atmosphere's Game+R launcher method.

4. Play!

Congratulations, you are now sailing with the Ship of Harkinian! Have fun!

Configuration

Default keyboard configuration

N64 A B Z Start Analog stick C buttons D-Pad
Keyboard X C Z Space WASD Arrow keys TFGH

Other shortcuts

Keys Action
ESC Toggle menu
F2 Toggle capture mouse input
F5 Save state
F6 Change state
F7 Load state
F9 Toggle Text-to-Speech (Windows and Mac only)
F11 Fullscreen
Tab Toggle Alternate assets
Ctrl+R Reset

Project Overview

Ship of Harkinian (SOH) is built atop a custom library dubbed libultraship (LUS). Back in the N64 days, there was an SDK distributed to developers named libultra; LUS is designed to mimic the functionality of libultra on modern hardware. In addition, we are dependant on the source code provided by the OOT decompilation project.

In order for the game to function, you will require a legally acquired ROM for Ocarina of Time. Click here to check the compatibility of your specific rom. Any copyrighted assets are extracted from the ROM and reformatted as a .o2r archive file which the code uses.

Graphics Backends

Currently, there are three rendering APIs supported: DirectX11 (Windows), OpenGL (all platforms), and Metal (MacOS). You can change which API to use in the Settings menu of the menubar, which requires a restart. If you're having an issue with crashing, you can change the API in the shipofharkinian.json file by finding the line gfxbackend:"" and changing the value to sdl for OpenGL. DirectX 11 is the default on Windows.

Custom Assets

Custom assets are packed in .otr archive files. To use custom assets, place them in the mods folder.

If you're interested in creating and/or packing your own custom asset .otr files, check out the following tools:

Development

Building

If you want to manually compile SoH, please consult the building instructions.

Playtesting

If you want to playtest a continuous integration build, you can find them at the links below. Keep in mind that these are for playtesting only, and you will likely encounter bugs and possibly crashes.

Further Reading

More detailed documentation can be found in the 'docs' directory, including the aforementioned building instructions.

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