# stern-event-agent A passive gameplay-event logger for Stern Spike 2 pinball, developed against **King Kong LE 0.97**. It records the game's own events with millisecond timestamps — the game is not modified, nothing scores, nothing blocks. The logger is a PAD mode: a small shared object (`mode.so`) that the game process loads via `LD_PRELOAD`. It hooks function sites inside the game, and every hook is verified against the first two machine instructions of that function before it is touched — a wrong or missing port hooks nothing, logs why, and the game runs stock. ## Status (as of 2026-10-12) | Part | State | |---|---| | Bus events (`EV`): game/ball/bonus start/end, tilt, all players' scores at bonus end | **deployed on the machine, verified in play** | | 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) | **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 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 | File | What it is | |---|---| | `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 (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") | | `ports/king_kong_le-0.97.port` | the King Kong LE 0.97 port: 121 verified sites, 55 named shots, 6 bus events. Installed on the machine as `/usr/local/padmode/game.port` | | `docs/runtime-patch.diff` | this project's changes to the upstream runtime (base: `pinball-asset-decryptor` commit `7faf8f08`, the last upstream change to that file) | ## What gets logged ### `/dump/mode.log` (deployed) Append-only, millisecond stamps relative to the runtime loading, survives reboots: ``` [pad] port ...: king_kong_le 0.97, 121 sites, 55 shots <- runtime armed (all hook words verified) [GAMELOG] up: game king_kong_le 0.97, 55 named shots; event ids 77/37/52/40/200/198; extra_ball_award=13 [GAMELOG] +2408751ms EV game_start - GAME START [GAMELOG] +2408751ms EV ball_start player=1 ball=1 score=0 [GAMELOG] +2424007ms SHOT X1 player=1 ball=1 score=7,349,830 <- all 55 named shots [GAMELOG] +2644003ms EV ball_end player=1 ball=1 score=91,153,090 [GAMELOG] +2644003ms EV bonus_end [GAMELOG] +2644003ms SCORES P1=95,421,190 P2=0 P3=0 P4=0 [GAMELOG] +...ms EV tilt_warning player=1 [GAMELOG] +...ms EV tilt player=1 ball=2 [pad] gamelog: MODE START 5 (Island Scene Escape the Swamp) player=1 score=... [pad] gamelog: MODE END 5 (Island Scene Escape the Swamp) player=1 score=... mode_score=... dur=...ms [GAMELOG] +...ms AWARD EXTRA BALL (id=13) player=1 <- next ball logs as "ball N (EXTRA BALL)" [GAMELOG] +...ms AWARD id= player=1 score=... <- every award screen ``` Bus event ids (King Kong 0.97): `game_start`=0x4d, `ball_start`=0x25, `ball_end`=0x34, `bonus_end`=0x28, `tilt_warning`=0xc8, `tilt`=0xc6. This build has **no** bus id for game over (the last `ball_end`/`bonus_end` is the close) or for bonus start. **Extra balls**: the game re-fires `ball_start` for an extra ball. The runtime's award-screen hook counts the awards, and one whose id matches `extra_ball_award` (default **13**, overridable with a `value extra_ball_award` line in the port file) makes the replayed ball log as `ball N (EXTRA BALL)` instead of advancing the count. **Mode detail**: the runtime polls each of the game's 22 mode objects' ACTIVE state per tick and logs START/END with the player's score at each edge — `mode_score=` is the score delta across the mode (approximate when other scoring runs simultaneously). **Insider Connected**: stock. The upstream runtime vetoes score/session reports whenever modes are installed; this build makes that gate **passive** — reports flow exactly as stock (and are logged once), and the logger adds no scores of its own. Known cosmetic issue: the boot banner still prints the upstream "score reports stay on this machine" line — the later `passive gate` line is the truth. ### `/dump/switch.log` (implemented, not yet deployed) The runtime's switch-edge handler writes **every edge of every switch** to `/dump/switch.log` — buttons included, attract included: ``` SW level=<0|1> hit=<0|1> game=<0|1> ``` `level` is the switch's raw state after the edge, `hit` is the game's own "counts as a hit" verdict, `game` whether a player is up. Names come from `switch_names.inc`; an id not in the table logs `?`. ## Build Cross-compile on macOS in a Debian container (armhf, hard-float, `-nostdlib`): ```bash docker run --rm --platform linux/arm64 -v "$PWD:/work" -w /work debian:12 \ sh -c 'apt-get update -qq && apt-get install -y -qq gcc-arm-linux-gnueabihf >/dev/null \ && bash build_mode.sh -o mode.so gamelog.c' ``` `build_mode.sh` compiles `pad_mode_runtime.c` + `gamelog.c` into one object (~228 KB) and fails the build if any `pm_` symbol does not exist or any banned libc call is made (allocation, threads, sleeping, stdio, processes). The few libc calls that are used (`clock_gettime`, `open`, `write`, `close`, …) resolve from the game's own libc when the object loads. The event probe builds without the runtime: `build_mode.sh -p -o event_probe.so event_probe.c` ## Install / deploy (the machine) The machine (hostname `stern-spike2`) has root SSH (key-only, port 22). The logger lives on the rootfs, which is normally read-only: | Path on the machine | From this repo | |---|---| | `/usr/local/padmode/mode.so` | the built `mode.so` | | `/usr/local/padmode/game.port` | `ports/king_kong_le-0.97.port` | | `/etc/init.d/game_monitor` | boot hook: preloads `mode.so` into the game **only if it exists** (stock script kept at `game_monitor.stock`) | Deploy a new build: ```bash scp mode.so root@stern-spike2:/tmp/ ssh root@stern-spike2 'mount -o remount,rw /; cp /tmp/mode.so /usr/local/padmode/mode.so; chmod 755 /usr/local/padmode/mode.so; sync; mount -o remount,ro / || true; reboot' ``` Live view: `ssh root@stern-spike2 'tail -f /dump/mode.log'` Housekeeping: `/dump` is a 532 MiB rw partition shared with crash dumps and connectivity logs; `mode.log` grows a few MB per long session (a few hundred `SHOT` lines per ball is normal). Pull it over SSH and rotate as needed; `: > /dump/mode.log` truncates it safely while running (same for `switch.log` once deployed). Rollback: `rm -rf /usr/local/padmode`, restore `/etc/init.d/game_monitor.stock`, reboot — the machine is stock again (SSH remains). ## Measuring events for another game `event_probe.c` hooks the game's event bus (`subscribe` / `dispatch`) and its tick, and logs every registration and per-window dispatch counts to `/dump/event.log`. Procedure (the full version is MODE_SDK.md, "Measuring events on another game"): 1. `build_mode.sh -p -o event_probe.so event_probe.c` 2. Put the target's `subscribe` / `dispatch` / `tick` sites (address + first two instruction words) in `/dump/event.sites` — the SDK's `port_words.py` (in the decryptor repo) fills and checks those words from the game's ELF. 3. Preload `event_probe.so` with `PAD_MODE_SO` (beside the stock runtime — its trampoline keeps the moved words where the runtime still verifies them). 4. Play; at interesting moments `echo