From 18ab285e22a35bcdd7aafc2a28144c49d4049aee Mon Sep 17 00:00:00 2001 From: Matt Kulka Date: Mon, 12 Oct 2026 17:10:05 -0400 Subject: [PATCH] =?UTF-8?q?feat:=20arm=20the=20switch-edge=20logger=20?= =?UTF-8?q?=E2=80=94=20add=20switch=20sites,=20values=20and=20buttons=20to?= =?UTF-8?q?=20the=20KK=20LE=20port?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The v3 runtime's edge logger could never arm: the port had no switch_edge / switch_drain sites, no switch_records/switch_count data and no switch_* record-layout values, and switches_arm() skips a port without switch lines. Located in the King Kong LE 0.97 ELF with the decryptor's portswitch.switch_source() (generation-B framework): switch_edge 0x0055fa04, switch_drain 0x005606e4, switch_records 0x008ecc78, switch_count 0x0093437c; record layout 384/32/24/8/26/28 as on the other generation-B builds. Added LOCKDOWN/START/flipper button switch lines on bits the game's shot dispatch never sends, so the logger arms and the buttons become named shots. Deployed to the machine and verified in play: the boot log arms the drain (switch_edge 0x0055fa04, drain 0x005606e4..0x00560864) and /dump/switch.log logged ~6000 in-game edges, both edges of all four flipper buttons, named. Also fixes the runtime's mangled GAMELOG comment (broke the build) and the switch_names.inc entry count in the README. Co-Authored-By: Claude Code --- README.md | 18 ++++++++---------- pad_mode_runtime.c | 4 ++-- ports/king_kong_le-0.97.port | 24 ++++++++++++++++++++++++ 3 files changed, 34 insertions(+), 12 deletions(-) diff --git a/README.md b/README.md index b871672..3b462d9 100644 --- a/README.md +++ b/README.md @@ -18,11 +18,14 @@ why, and the game runs stock. | Shots (`SHOT`): every named shot dispatched while a ball is up | **deployed on the machine, verified in play** | | Stock modes (`gamelog: MODE START/END`): the game's own 22 modes with score delta | **deployed on the machine, verified in play** (`mode_score` is approximate) | | Award screens (`AWARD id=…`): every award the game shows, extra-ball tracking | **deployed on the machine, verified in play** — except the extra-ball award id is not yet confirmed (below) | -| Switch/button log (`/dump/switch.log`, `SW` lines with generated names) | **implemented in this tree, NOT yet deployed or verified** — the deployed `mode.so` (built 2026-10-12 10:46) predates it | +| Switch/button log (`/dump/switch.log`, `SW` lines with generated names) | **deployed on the machine, verified in play** (flippers on both edges; sites located with `portswitch.switch_source` and added to the port) | -The machine currently runs the v2 build (events, shots, modes, awards). The -switch logger (v3) is in this tree and needs a rebuild + redeploy before it can -be relied on. +The machine currently runs the v3 build (events, shots, modes, awards, switch +log). The v3 work needed more than a rebuild: the port had no `switch_edge` / +`switch_drain` sites or `switch_*` values, so the runtime's edge logger could +never arm. They were located in the King Kong LE 0.97 ELF with the decryptor's +`pinball_decryptor.plugins.stern.portswitch.switch_source()` (generation-B +framework) and added to `ports/king_kong_le-0.97.port`. ## Files @@ -30,7 +33,7 @@ be relied on. |---|---| | `gamelog.c` | the logger: a passive PAD mode. It never `pm_begin()s`, never blocks, allocates nothing — it only watches and writes `[GAMELOG]` lines | | `pad_mode_runtime.c` | the PAD Modes SDK runtime, **patched**: (a) a GAMELOG section — passive stock-mode and award watching, exporting `gl_award_seq()` / `gl_last_award_id()` to modes; (b) the per-edge switch logger to `/dump/switch.log`; (c) the Insider Connected gate made passive. Our exact changes vs upstream: `docs/runtime-patch.diff` | -| `switch_names.inc` | King Kong LE 0.97 switch id → name table (103 entries), `#include`d by the runtime's switch logger. Generated from the game's own data (method: `swnames.py` in the decryptor repo); fix names here if any are wrong | +| `switch_names.inc` | King Kong LE 0.97 switch id → name table (104 entries, ids 1–104), `#include`d by the runtime's switch logger. Generated from the game's own data (method: `swnames.py` in the decryptor repo); fix names here if any are wrong | | `pad_mode.h`, `pad_stock.h` | unmodified SDK headers (needed by the build) | | `build_mode.sh` | unmodified SDK build script: compiles the runtime + your mode into one `-nostdlib` shared object and refuses banned libc calls | | `event_probe.c`, `event_read.py` | the event-bus measurement instrument and its log reader — how bus event ids are identified for another game (MODE_SDK.md, "Measuring events on another game") | @@ -169,11 +172,6 @@ The ids you name that way become the `event` lines of a port (the six in ## Unfinished work / known issues -- **The switch logger is not on the machine yet.** The deployed `mode.so` is the - 2026-10-12 10:46 build (events/shots/modes/awards). The `/dump/switch.log` - feature (runtime patch + `switch_names.inc`) was written later the same day: - it needs a rebuild, a redeploy, and verification that the log appears and the - names are right. - **The extra-ball award id is unconfirmed.** Default 13 is a static guess from the game's object-name tables; every award id is logged, so earn an extra ball, read the `AWARD` line, and pin it down (or override it in the port). diff --git a/pad_mode_runtime.c b/pad_mode_runtime.c index 652c7cf..8d273ee 100644 --- a/pad_mode_runtime.c +++ b/pad_mode_runtime.c @@ -7915,12 +7915,12 @@ static void stock_tick(void); /* item 160 */ static void magnet_tick(void); /* PAD-381 */ static void scoop_tick(void); /* PAD-381 */ -/* ---- GAMELOG: passive stock-mode and award watching*/ #ifndef O_WRONLY #define O_WRONLY 1 #define O_CREAT 0100 #define O_APPEND 02000 -#endif for the gameplay logger. +#endif +/* ---- GAMELOG: passive stock-mode and award watching for the gameplay logger. * Added on top of the stock runtime (2026-10-12): logs the game's own modes * (Island Scenes and the rest of the port's block_* set) starting and ending - * with the player's score at each edge, so the mode's score total is the diff --git a/ports/king_kong_le-0.97.port b/ports/king_kong_le-0.97.port index 5d2a163..c9b292e 100644 --- a/ports/king_kong_le-0.97.port +++ b/ports/king_kong_le-0.97.port @@ -149,6 +149,11 @@ site event_cancel 0x0051f2ac 0xe92d40f8 0xe30b6c88 site switch_hit 0x0057ba64 0xe2503000 0x012fff1e # switch_hit2: located (strict) [The Beatles 1.29] site switch_hit2 0x0057bb04 0xe92d4010 0xe2504000 +# switch_edge: the framework's per-switch call in its switch drain (generation B: r0 = the switch +# id, called for every edge after the new level is stored) [portswitch.switch_source on this build] +site switch_edge 0x0055fa04 0xe304337c 0xe3403093 +# switch_drain: the drain itself, never hooked: an edge counts only when switch_edge is called from it +site switch_drain 0x005606e4 0xe92d4ff0 0xe30e9c70 # ---- globals: data
---- # cur_player: derived from 2 places, e.g. 0x338790+0x60 [Godzilla Premium/LE 1.16, Godzilla Pro 1.15, The Beatles 1.29, Jaws LE 1.02, Deadpool Pro 1.16, TMNT Pro 1.59] @@ -157,6 +162,10 @@ data cur_player 0x00819088 data scores 0x008ec3a0 # mode_mask: derived from 2 places, e.g. 0x1c420+0xf8 [Godzilla Premium/LE 1.16, Godzilla Pro 1.15, The Beatles 1.29, Jaws LE 1.02, Deadpool LE 1.14, Deadpool Pro 1.16, TMNT Pro 1.59] data mode_mask 0x008b87fe +# switch_records: the switch drain's per-switch records [portswitch.switch_source on this build] +data switch_records 0x008ecc78 +# switch_count: [portswitch.switch_source on this build] +data switch_count 0x0093437c # event_head: derived from 2 places, e.g. 0x52d08+0x30 [Godzilla Premium/LE 1.16, Godzilla Pro 1.15, The Beatles 1.29, Jaws LE 1.02, Deadpool LE 1.14, Deadpool Pro 1.16, TMNT Pro 1.59] data event_head 0x008ebc88 # event_current: derived from 2 places, e.g. 0x4bc4c+0x4 [Godzilla Premium/LE 1.16, Godzilla Pro 1.15, The Beatles 1.29, Jaws LE 1.02, Deadpool LE 1.14, Deadpool Pro 1.16, TMNT Pro 1.59] @@ -211,6 +220,13 @@ scene video_bank 60ed7e5036b8ce09d35a3e101ea6fc1380b37d97 scene attract 394c4a037fb26e12f536c42b2677bfed831f5c98 # ---- values: COPIED from the references (framework offsets), unverified; the switch_* and ball_end_event values read from this build's own framework code ---- +# switch_*: the switch record's layout, read off this build's own drain by portswitch.switch_source +value switch_drain_size 384 +value switch_record_size 32 +value switch_level_at 24 +value switch_desc_via 8 +value switch_flags_at 26 +value switch_polarity_at 28 value mode_mask_busy 0x210 value surface_playing 2 value clip_layer 0 @@ -851,3 +867,11 @@ text wizard_film_2 KING KONG spelled data wizard_obj_3 0x008a7738 # cmode_trex_boss_battle, a multiball text wizard_name_3 T-Rex Boss Battle text wizard_film_3 KING KONG spelled again + +# ---- switches: the buttons, on bits the game's shot dispatch never sends (MODE_SDK.md, Buttons). +# The switch drain's edge logger (site switch_edge) arms only when the port has switch lines; these +# four also become named shots for the modes. Every edge of every switch lands in /dump/switch.log. +switch 34 0x1000000000000000 LOCKDOWN BUTTON +switch 36 0x2000000000000000 START BUTTON +switch 62 0x4000000000000000 RIGHT FLIPPER BUTTON +switch 63 0x8000000000000000 LEFT FLIPPER BUTTON