feat: arm the switch-edge logger — add switch sites, values and buttons to the KK LE port
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 <noreply@anthropic.com>
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@@ -7915,12 +7915,12 @@ static void stock_tick(void); /* item 160 */
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static void magnet_tick(void); /* PAD-381 */
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static void scoop_tick(void); /* PAD-381 */
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/* ---- GAMELOG: passive stock-mode and award watching*/
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#ifndef O_WRONLY
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#define O_WRONLY 1
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#define O_CREAT 0100
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#define O_APPEND 02000
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#endif for the gameplay logger.
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#endif
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/* ---- GAMELOG: passive stock-mode and award watching for the gameplay logger.
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* Added on top of the stock runtime (2026-10-12): logs the game's own modes
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* (Island Scenes and the rest of the port's block_* set) starting and ending -
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* with the player's score at each edge, so the mode's score total is the
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