// Include the most common headers from the C standard library #include #include #include // Include the main libnx system header, for Switch development #include //This example shows how to use userland exception handling. See also libnx init.c and thread_context.h. alignas(16) u8 __nx_exception_stack[0x1000]; u64 __nx_exception_stack_size = sizeof(__nx_exception_stack); void __libnx_exception_handler(ThreadExceptionDump *ctx) { int i; FILE *f = fopen("exception_dump", "w"); if(f==NULL)return; fprintf(f, "error_desc: 0x%x\n", ctx->error_desc);//You can also parse this with ThreadExceptionDesc. //This assumes AArch64, however you can also use threadExceptionIsAArch64(). for(i=0; i<29; i++)fprintf(f, "[X%d]: 0x%lx\n", i, ctx->cpu_gprs[i].x); fprintf(f, "fp: 0x%lx\n", ctx->fp.x); fprintf(f, "lr: 0x%lx\n", ctx->lr.x); fprintf(f, "sp: 0x%lx\n", ctx->sp.x); fprintf(f, "pc: 0x%lx\n", ctx->pc.x); //You could print fpu_gprs if you want. fprintf(f, "pstate: 0x%x\n", ctx->pstate); fprintf(f, "afsr0: 0x%x\n", ctx->afsr0); fprintf(f, "afsr1: 0x%x\n", ctx->afsr1); fprintf(f, "esr: 0x%x\n", ctx->esr); fprintf(f, "far: 0x%lx\n", ctx->far.x); fclose(f); } // Main program entrypoint int main(int argc, char* argv[]) { // This example uses a text console, as a simple way to output text to the screen. // If you want to write a software-rendered graphics application, // take a look at the graphics/simplegfx example, which uses the libnx gfx API instead. // If on the other hand you want to write an OpenGL based application, // take a look at the graphics/opengl set of examples, which uses EGL instead. consoleInit(NULL); printf("Triggering crash...\n"); consoleUpdate(NULL); //Trigger a crash. *((u64*)8) = 16; // Main loop while (appletMainLoop()) { // Scan all the inputs. This should be done once for each frame hidScanInput(); // hidKeysDown returns information about which buttons have been // just pressed in this frame compared to the previous one u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO); if (kDown & KEY_PLUS) break; // break in order to return to hbmenu // Your code goes here // Update the console, sending a new frame to the display consoleUpdate(NULL); } // Deinitialize and clean up resources used by the console (important!) consoleExit(NULL); return 0; }