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emu:runFrame() Freezes Emulator #2738

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ann4belle opened this issue Nov 29, 2022 · 4 comments
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emu:runFrame() Freezes Emulator #2738

ann4belle opened this issue Nov 29, 2022 · 4 comments
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@ann4belle
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As the title says - when calling emu:runFrame() in the scripting interface, the emulator freezes. Not sure what I'm doing wrong here.

@endrift
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endrift commented Nov 29, 2022

Are you running it in a loop? If so, don't do that. You're supposed to use callbacks.

@endrift endrift added the category:questionable Issues that may not be actual issues label Nov 29, 2022
@ann4belle
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I am not - I'm calling it once. Just "emu:runFrame()" in the entry box.

@ann4belle
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ann4belle commented Nov 29, 2022

Like this

Loading a ROM of Ruby, pausing with CTRL+P, then running emu:runFrame() like this causes the emulator to freeze up, and I have to forcibly kill it.

@endrift endrift removed the category:questionable Issues that may not be actual issues label Nov 29, 2022
@ann4belle
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Tried on build 686eee4, it works literally once per pause. If I pause, the first time I run emu:runFrame(), it properly advances one frame as if I'd press CTRL+N. Running it a second time without resuming and re-pausing emulation causes a freeze. This is not the behavior in v0.10.0 - it freezes each time.

More details: when the freeze occurs, emu:runFrame() remains in the command entry textbox rather than moving to the list of previous commands. Also, running emu:runFrame() while the game isn't paused does not trigger a freeze.

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