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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.