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[GH-ISSUE #3988] [GAME BUG]: Taiko no Tatsujin: Drum Session! (CUSA11183) - Crash: Access Violation (0x10c1c00000) on Boot and Music Select #1195
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starred/shadPS4#1195
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Originally created by @LuisFellp on GitHub (Feb 2, 2026).
Original GitHub issue: https://github.com/shadps4-emu/shadPS4/issues/3988
Checklist (we expect you to perform these steps before opening the issue)
Describe the Bug
The game is unstable and crashes with a critical signal error ("Unreachable code") resulting in an Access Violation at address 0x10c1c00000.
This crash occurs in two distinct scenarios:
Boot/Loading: The emulator crashes during the initial loading phase while loading system modules (e.g., libSceFontFt.sprx).
Music Select: If the game boots successfully, it consistently crashes when navigating to the "Music Select" menu. The log shows this happens following sceKernelMapNamedFlexibleMemory operations.
Reproduction Steps
Specify OS Version
EndeavourOS / 6.18.7-zen1-1-zen
CPU
AMD Ryzen 7 5700X3D 8-Core Processor
GPU
AMD Radeon RX 9070 XT
Amount of RAM in GB
32GB
Amount of VRAM in GB
16GB
Log File
shad_log.txt
@StevenMiller123 commented on GitHub (Feb 2, 2026):
This is an exception in our GPU thread, as is clear when looking at the error message.
@LuisFellp commented on GitHub (Feb 2, 2026):
Thanks for the clarification. Since it's an exception in the GPU thread, I have some additional context regarding the timing and memory addressing that might help narrow down the cause:
I've observed that the time-to-crash correlates directly with how fast I interact with the game.
-If I navigate menus/select songs slowly, the game runs for a significantly longer duration before crashing.
-If I navigate quickly or attempt to restart a song immediately, the crash happens much sooner.
While the error type (Unhandled access violation in shadPS4:GpuComm) remains the same, the specific address being accessed is changing slightly between sessions.
-Previous Log: Read from 0x10bd40000
-Current Log: Read from 0x10b7400000
This suggests the code is attempting to access a GPU buffer or texture that is either mapped inconsistently, corrupted over time, or subject to a race condition that is sensitive to execution speed.
shad_log.txt