

Config: appending config "C:\Users\Owner\Documents\RetroArch\config\Mupen64Plus OpenGL\OoT_medallions-openforest-opendoor_732379392.The Legend of Zelda: Ocarina of Time is a 1998 action-adventure video game developed by Nintendo's Entertainment Analysis and Development division for the Nintendo 64 video game console. Config: appending config "C:\Users\Owner\Documents\RetroArch\config\Mupen64Plus OpenGL\Mupen64Plus OpenGL.cfg" game-specific overrides found at C:\Users\Owner\Documents\RetroArch\config\Mupen64Plus OpenGL\OoT_medallions-openforest-opendoor_732379392.cfg.

core-specific overrides found at C:\Users\Owner\Documents\RetroArch\config\Mupen64Plus OpenGL\Mupen64Plus OpenGL.cfg. Loading dynamic libretro core from: "C:\Users\Owner\Documents\RetroArch\cores\mupen64plus_libretro.dll" Redirecting savestate to "C:\Users\Owner\Documents\RetroArch\states\OoT_medallions-openforest-opendoor_732379392.state".

Redirecting save file to "C:\Users\Owner\Documents\RetroArch\saves\OoT_medallions-openforest-opendoor_732379392.srm". Set config file to : C:\Users\Owner\Documents\RetroArch\retroarch.cfg Requires to run for at least 4096 frames. : Does not have enough samples for monitor refresh rate estimation. arg #9: C:\Users\Owner\Documents\RetroArch\cores\mupen64plus_libretro.dll arg #7: C:\Users\Owner\Documents\RetroArch\retroarch.cfg arg #5: C:\Users\Owner\Documents\RetroArch\states arg #3: C:\Users\Owner\Documents\RetroArch\saves arg #1: C:\Users\Owner\Documents\OoTRandomizer\OoT_medallions-openforest-opendoor_732379392.z64 Using content: C:\Users\Owner\Documents\OoTRandomizer\OoT_medallions-openforest-opendoor_732379392.z64. : selected configuration: C:\Users\Owner\Documents\RetroArch\autoconfig\xinput\DUALSHOCK_4.cfg : Found menu display driver: "menu_display_gl". XAudio2: Requesting 64 ms latency, using 64 ms latency. : Using font rendering backend: freetype. Setting up menu pipeline shaders for XMB. Shader log: WARNING: 3:1: '' : #version directive missing : Vendor: Intel, Renderer: Intel(R) HD Graphics 4600. : Detecting screen resolution 1920x1080. Redirecting savestate to "C:\Users\Owner\Documents\RetroArch\states\.state". Redirecting save file to "C:\Users\Owner\Documents\RetroArch\saves\.srm". If it helps, all I did was load a save state, get myself to a different spot in the same room after a few successful pauses, save state, then pause to crash. Let me know if any more information is needed to help figure this out.įollowed the instructions, ran the game and played until it crashed (about a minute) and this is what was in log. Sorry about the wall of text I just want to provide as much info as I can. If it helps, whenever this happens the game will freeze for about 20 seconds before “RetroArch has stopped responding” happens.

If you need a crash log, I can’t find where RetroArch is putting them.
Retroarch windows ocarina of time how to#
I don’t know if that would cause the issue and if it does, then I may be out of luck, but I’ve been digging on this subject for days and can’t find a fix anywhere that works, or that I know how to interpret. Only other info I can think to provide is that my machine is running with an integrated GPU I do not have a dedicated graphics card. Apparently this crash has something to do with the delay on the pause menu itself? The delay is definitely there but it’s nothing I couldn’t live with if it didn’t crash.
Retroarch windows ocarina of time driver#
I tried changing from dynamic recompiler to cached interpreter, I tried changing the RSP and MPAA (though I don’t quite know what those do), and I tried changing the driver before loading the core, though that caused it to fail to load unless it is set to gl.Īll of these attempts were made at the behest of research on the issue I could find, but almost nothing was pertaining to the RetroArch Mupen64Plus core almost all I could find was related to Project64, and what little I found on Mupen64 was of no help. I tried both Mupen64Plus and ParaLLEI cores and have tried changing many different settings to no avail. Worth noting I am playing a randomizer, and both it and the base rom have the same issue. That out of the way, I am having the apparently common crash while playing Ocarina of Time when pausing the game usually just once in a while but sometimes it will crash anytime I pause until I leave whatever room I was in. Should start by saying I am also new to emulation in general, and don’t know to much of the technical details surrounding it, especially when it comes to N64. Hello, new user here, and with a problem that I know is nothing new.
