If you do that it won't crash, but if you unpause it will go on the verge of crashing again. Your only escape seems to be to press START to go into the subscreens. This happened a lot with a fixed timer that always blew up Donkey Kong 64 on pj64 1.6, with a CPU crash in any mode at a fixed interval of time. This is the result of corrupt instruction cache from prior recompiler faults-changing the interpreter does not fix it now because something you had in Project64 recompiler was already screwy. Yes I'm getting the invalid interpreter opcode error too-it is an invalid REGIMM sub-opcode 00101_2 according to my notes. Nothing I do works-LLE gfx, core CPU option tweaks/interpreter/function lookup method, different RSP plugin-you have something broken internally. Is there an unofficial RDB for 2.1 that fixes these issues with Majora's Mask? If so, can someone provide a link? Thanks. 2.1 is the version that is most stable for me with Majora's Mask, so the messages and config provided are for 2.1. I've tried EVERY version available publicly, including the leaked 1.7.0.49 version, 1.6, 2.0, and 2.1. Jabo's DirectInput 1.7.0.12 (found on Internet, only one that works properly with my USB PC controller) I'm using a Dell Optiplex 755 Desktop PC with an Intel Core2 Duo Cpu (E6550) 2.33GHz, an NVIDIA GeForce GT 430 Graphics Card, and 4GB of DDR2 RAM. Is it a configuration issue? I'm using the configuration shown here. It might need to be unzipped with 7-zip first, since I had to use it to make it smaller than 5MB.
I have attached a save state at the moment right before the game has the error. These errors only display with Debugger enabled otherwise, it says 'Fatal Error: Stopping emulation'. 203Edit: The error in the title was from before I was using the Glide64 Plugin, so disregard that.