Ocarina of Time
Camera Mechanics
Quickturn / inverted camera
Parallel target mode startup explanation
When you press target, if you aren't locking on to any targets, you enter "parallel targeting" mode (CAM_MODE_Z_PARALLEL aka mode 1) on frame 1, and a timer (rwData->animTimer at camera + 0x40) is set to 4, and it counts down each frame (including the first frame, so it appears to start at 3). When this timer is above 0, the game sets a flag that locks the camera mode, meaning even if you release target, you will still be locked into targeting mode for a bit — re-pressing target anytime during the CAM_MODE_Z_PARALLEL state keeps the camera targeted without "re-targeting" (as though you never released Z).
Also while the timer is above 0, the camera tries to spin around to Link's back each frame, such that when it hits 0 (the 4th frame of targeting), the camera is behind Link. If Link changes angles while the timer is counting down (which he can do if Z is released), the camera will still try to snap behind him even though it may have to turn extremely quickly (i.e. flip 180 degrees in 2 frames or even 1 frame). This causes what we call a quickturn, and you can easily see this effect by tapping Z and immediately holding Down.
Once the animTimer hits 0, the camera will no longer turn behind Link, and the next frame the game unsets the flag locking the camera mode. Then, on the next frame, the camera mode can change and return to an untargeted mode (CAM_MODE_NORMAL aka mode 0). Recall that re-pressing target while already in the "parallel targeting" mode maintains this mode without re-targeting. So, there is a 1 frame window in which turning Link will not result in a quickturn (the camera will not snap behind him, because animTimer is 0) and then a 1 frame window to target while the camera mode is still locked. If that is done, Link will turn but not the camera, and the targeting state will be maintained, causing Link to be targeting but facing the "wrong" angle. This state is commonly referred to as inverted cam, although it can be done with any angle, not just facing the camera.
