Files
NX2navi/recomp
epicmeme546 b59c0d40a8 Add a free camera to the debug menu.
With it on, the game draws from a camera of the menu's instead of its own, in play and in cutscenes. The left stick moves it along its view and sideways, the right stick turns it, ZR and ZL raise and lower it, R makes it faster and L slower, and Link stands meanwhile; or the camera stays where it is and the pad plays the game.

It works inside the game's own camera update: a new patch site sends the instruction at which the frame's position, target and up vector are final to a host function, which replaces them for the camera that follows Link and the one the events direct, so the game draws, culls and loads detail for what the free camera sees. The camera of the interface's 3D models and the one the sound follows stay the game's. The set is off unless the menu switches it on. A teleport's arrival starts the free camera again from the game's view.

Tested in Hyrule Field with scripted stick input (turn, rise, strafe, with Link's position unchanged), with the pad playing while the camera stays, across a teleport to Kakariko Village, during the Kakariko arrival cutscene, and switched on by a click in the menu.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-11 08:04:19 -05:00
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