Most commercial MD games will vector to a simple routine that will either RTE out of the exception, or in some circumstances do a STOP, or in others do a loop to hang the game up. This is really trivial to do, of course, but isn't all that useful when you're adding lots of new code or making large changes to the game you're working on. To that effect my engine so far has a very simple bit of code that will print onscreen when an exception occurs, but it's lacking detailed info. Since I rebuild a lot, it's been easy to spot mistakes I've made so far, but I think that will change.
Some commercial MD games have some very in-depth output including a reason for the exception, particularly Flashback and Mortal Kombat 3/UMK 3. These games will pop up with the exception description and a register dump before hanging up. MK3 also seems to show (part of?) the stack. I have been able to take a peek at these routines via IDA and, again, they're not horribly complicated, (other than MK3's clever use of the upper byte of the vector address to store the reason for the exception) but I'm lacking some understanding of how some of these exceptions/interrupts actually happen. Traveler's Tales MD games tend to have VERY detailed exception processing that can actually determine what caused the fault to begin with:
http://tcrf.net/File:MickeyManiaCrash.png
Note that I don't particularly care about fancy scrolling backgrounds or fonts from Puggsy or anything in my error handler.

Obviously, this level of detail of output would be a great thing to have as my code grows in complexity. So the question is, are there any resources as to how to code this? I'm not a really a 68000 coder, but I'm not completely new to it either, so I'm not against doing this myself. I just need some tips and that's why I come to you geniuses.
