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HandleFault only handled faults in JIT code, so a game's bad load or store under the IR interpreter crashed the app. Now IRInterpret marks itself (a thread-local, cleared around HLE calls, replacements and the MIPS interpreter fallback) and the handler steps over the faulting instruction, reports the exception and stops the core, or just ignores the access when IgnoreBadMemAccess is on. If the instruction can't be decoded it still crashes, as before. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>