| In the N64 NTSC 1.0 code, pressing Z locks Link onto the actor Navi hovers over, unless that actor has lock-on disabled; with nothing to lock onto, Z starts "parallel" mode instead. Under the Hold setting the lock lasts while Z is held; under Switch, a flag keeps it after Z is let go. | src/overlays/actors/ovl_player_actor/z_player.c L3932–3950src/overlays/actors/ovl_player_actor/z_player.c L3962–3966src/overlays/actors/ovl_player_actor/z_player.c L3976–3979src/overlays/actors/ovl_player_actor/z_player.c L3898–3899include/save.h L9–12 | Code |
| In the N64 NTSC 1.0 code, unless an earlier branch applies (hookshot flight, pushing or pulling, and a few others), while Link has a focus actor his update makes that actor the main camera's view target and picks a mode for it: talk mode if Link's actor has the talk flag set, else, with the friendly-focus flag set, boomerang-follow mode if a boomerang is out or the friendly Z-target mode, and otherwise the unfriendly Z-target mode. In parallel mode it picks Z-aim mode when either of two checks the decomp leaves unnamed (func_8002DD78, func_808334B4) passes, else Z-wall-climb mode with an unnamed state flag (stateFlags1 bit 21) set, else the Z-parallel mode. | src/overlays/actors/ovl_player_actor/z_player.c L11379–11391src/overlays/actors/ovl_player_actor/z_player.c L11403–11409src/overlays/actors/ovl_player_actor/z_player.c L11431 | Code |
In the N64 NTSC 1.0 code, while Link has a lock-on target and the reticle counter (reticleSpinCounter, which the decompilers' comment says counts up while a reticle is active) isn't 0, Link's model turns each update toward the locked-on actor's focus point, and in parallel mode toward the parallel angle; the direction he moves in is a separate yaw, which the stick sets relative to the camera. Two state flags the decomp leaves unnamed skip the turn, and the Z-target run and the roll set one of them. | src/overlays/actors/ovl_player_actor/z_player.c L3765–3785include/actor.h L430src/overlays/actors/ovl_player_actor/z_player.c L4146–4148src/overlays/actors/ovl_player_actor/z_player.c L8832src/overlays/actors/ovl_player_actor/z_player.c L9695 | Code |
| In the N64 NTSC 1.0 code, each update sorts the control stick into one of four quarters relative to the way Link's model faces: forward, left, backward, or right, each 90° wide and centered on its direction, after turning the stick angle by the camera's. Below a magnitude of 55 the stick counts as no direction. | src/overlays/actors/ovl_player_actor/z_player.c L2211–2223include/player.h L639–643 | Code |
| In the N64 NTSC 1.0 code, the action handler the decomp calls Player_ActionHandler_10 acts on a press of A, except in a room of the indoors type, on floor type 7, or on a floor with floor effect 1 (both unnamed): with the stick backward, left, or right it starts a hop that way; with the stick forward or neutral, only while Z-targeting, it starts a jump slash if Link holds a melee weapon and can use items, and a roll otherwise. | src/overlays/actors/ovl_player_actor/z_player.c L6385–6417 | Code |
| In the N64 NTSC 1.0 code, the action that holds Link standing while he Z-targets (Player_Action_808407CC in the decomp) offers the hop handler to A, and hands control to the idle action once Z-targeting ends; the idle action's own handler list leaves the hop handler out. | src/overlays/actors/ovl_player_actor/z_player.c L4174–4178src/overlays/actors/ovl_player_actor/z_player.c L4201–4205src/overlays/actors/ovl_player_actor/z_player.c L8158–8167src/overlays/actors/ovl_player_actor/z_player.c L4259 | Code |
| In the N64 NTSC 1.0 code, the backward hop (a backflip, by its animation) launches Link at a vertical velocity of 5.8 and a horizontal speed of 6.0 aimed straight behind his facing, and a sideways hop at 3.5 up and 8.5 aimed 90° to the left or right. The vertical value is multiplied by a water factor, sWaterSpeedFactor, which this pass didn't read. | src/overlays/actors/ovl_player_actor/z_player.c L6368–6378src/overlays/actors/ovl_player_actor/z_player.c L4982–4989src/overlays/actors/ovl_player_actor/z_player.c L1120–1128 | Code |
| In the N64 NTSC 1.0 code, the jump slash started from the Z-targeting A press (stick forward or neutral, holding a melee weapon) sends Link forward along his facing at a speed of 5.0 with a vertical velocity of 5.0. | src/overlays/actors/ovl_player_actor/z_player.c L6403src/overlays/actors/ovl_player_actor/z_player.c L6313–6321 | Code |
| In the N64 NTSC 1.0 code, Link rolls when A is pressed with the stick forward, provided there is no hostile lock-on, his upper body isn't busy, an unnamed state flag (stateFlags1 bit 23) is clear, and the floor isn't floor type 7; with the stick elsewhere the same press puts away a held item or toggles Navi. The roll animation plays at 1.25 times speed (1.5 in the PAL N64 builds). | src/overlays/actors/ovl_player_actor/z_player.c L6489–6498src/overlays/actors/ovl_player_actor/z_player.c L6350–6360include/versions.h L44–50 | Code |
| In the N64 NTSC 1.0 code, a roll makes Link invulnerable for 10 updates from frame 8 of its animation (8 updates in the PAL N64 builds): damage is ignored but, per the decompilers' comment, not the responses to it such as knockback. | src/overlays/actors/ovl_player_actor/z_player.c L9700–9702src/overlays/actors/ovl_player_actor/z_player.c L4584–4590src/overlays/actors/ovl_player_actor/z_player.c L11709–11710include/player.h L979 | Code |