The runtime tried one port file (game.port) and refused it if the game's words did not match. Now it tries every *.port in /usr/local/padmode/ports and /dump/ports (then the single files, the old layout), resetting the port tables between candidates, and keeps the first whose core sites verify: a wrong candidate hooks nothing, so trying it is safe, and the port that verifies names the game (pm_game/pm_version). The switch log's buttons and names come from the port's switch lines now — the baked-in King Kong button list and switch_names.inc are gone (the port lines carry the same ids and names, so King Kong's switch.log is unchanged). Boot log: each refused candidate says its path and the game/version it declares; no candidates at all says so; a game update whose port is not deployed logs the refusal and runs stock. tests/test_multi_game.py lifts the new code verbatim and compiles it for the host: selection among candidates, table reset between them, the getdents64 *.port scan (it caught an inverted suffix test and an off-by-one), and the port-driven switch log. The address-dependent tests need a Linux host (the port's site addresses are 32 bits; darwin arm64 maps nothing below 4 GiB). Co-Authored-By: Claude Code <noreply@anthropic.com>
248 lines
13 KiB
Markdown
248 lines
13 KiB
Markdown
# stern-event-agent
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A passive gameplay-event logger for Stern Spike 2 pinball, developed against
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**King Kong LE 0.97**. It records the game's own events with RFC 3339 UTC
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timestamps (millisecond precision) — the game is not modified, nothing scores,
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nothing blocks.
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The logger is a PAD mode: a small shared object (`mode.so`) that the game
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process loads via `LD_PRELOAD`. It hooks function sites inside the game, and
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every hook is verified against the first two machine instructions of that
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function before it is touched — a wrong or missing port hooks nothing, logs
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why, and the game runs stock.
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## Status (as of 2026-10-12)
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| Part | State |
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|---|---|
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| Bus events (`EV`): game/ball/bonus start/end, tilt, all players' scores at bonus end | **deployed on the machine, verified in play** |
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| Shots (`SHOT`): every named shot dispatched while a ball is up | **deployed on the machine, verified in play** |
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| 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) |
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| 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) |
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| 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) |
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The machine currently runs the v3 build (events, shots, modes, awards, switch
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log). The v3 work needed more than a rebuild: the port had no `switch_edge` /
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`switch_drain` sites or `switch_*` values, so the runtime's edge logger could
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never arm. They were located in the King Kong LE 0.97 ELF with the decryptor's
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`pinball_decryptor.plugins.stern.portswitch.switch_source()` (generation-B
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framework) and added to `ports/king_kong_le-0.97.port`.
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## Files
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| File | What it is |
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| `gamelog.c` | the logger: a passive PAD mode. It never `pm_begin()s`, never blocks, allocates nothing — it only watches and writes `[GAMELOG]` lines |
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| `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`, named by the port's `switch` lines; (c) the Insider Connected gate made passive; (d) multi-game port selection (`port_select` — below). Our exact changes vs upstream: `docs/runtime-patch.diff` |
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| `pad_mode.h`, `pad_stock.h` | unmodified SDK headers (needed by the build) |
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| `build_mode.sh` | unmodified SDK build script: compiles the runtime + your mode into one `-nostdlib` shared object and refuses banned libc calls |
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| `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") |
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| `tests/test_multi_game.py` | host-compiled tests for the port selection, the ports-directory scan and the switch log (they lift the runtime's own code verbatim; the address-dependent ones need Linux — run them in the Debian container below) |
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| `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/ports/king_kong_le-0.97.port` |
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## Multiple games
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One `mode.so` runs on any game that has a port. The machine says which game it is
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on by which port's sites verify — the runtime tries every candidate in order and
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keeps the first whose core functions match the running build's instruction words
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(the same gate that keeps a wrong port from hooking anything):
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1. every `*.port` in `/usr/local/padmode/ports/` and `/dump/ports/` (name order
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is the directory's; only the right build's port can verify, so the order
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does not matter), then
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2. the single files `/usr/local/padmode/game.port` and `/dump/game.port`, the
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old one-game layout.
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The boot log says what happened:
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```
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[pad] port /usr/local/padmode/ports/godzilla_le-1.16.port: says godzilla_le 1.16 - not this game's port, skipped
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[pad] port /usr/local/padmode/ports/king_kong_le-0.97.port: king_kong_le 0.97, 121 sites, 55 shots
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```
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A game update changes the words, so its old port stops matching — the machine
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logs the refusal and runs stock until the new game version's port is deployed.
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The switch log's buttons and their names come from the port's `switch` lines;
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a port that names none logs no switch edges.
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| `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) |
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## What gets logged
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### `/dump/mode.log` (deployed)
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Append-only, RFC 3339 UTC stamps with millisecond precision, survives
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reboots:
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```
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[pad] port ...: king_kong_le 0.97, 121 sites, 55 shots <- runtime armed (all hook words verified)
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[GAMELOG] 2026-10-12T20:45:12.123Z up: game king_kong_le 0.97, 55 named shots; event ids 77/37/52/40/200/198; extra_ball_award=13
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[GAMELOG] 2026-10-12T20:45:12.123Z EV game_start - GAME START
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[GAMELOG] 2026-10-12T20:45:12.123Z EV ball_start player=1 ball=1 score=0
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[GAMELOG] 2026-10-12T20:45:12.123Z SHOT X1 player=1 ball=1 score=7,349,830 <- all 55 named shots
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[GAMELOG] 2026-10-12T20:45:12.123Z EV ball_end player=1 ball=1 score=91,153,090
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[GAMELOG] 2026-10-12T20:45:12.123Z EV bonus_end
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[GAMELOG] 2026-10-12T20:45:12.123Z SCORES P1=95,421,190 P2=0 P3=0 P4=0
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[GAMELOG] 2026-10-12T20:45:12.123Z EV tilt_warning player=1
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[GAMELOG] 2026-10-12T20:45:12.123Z EV tilt player=1 ball=2
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[pad] gamelog: 2026-10-12T20:45:12.123Z MODE START 5 (Island Scene Escape the Swamp) player=1 score=...
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[pad] gamelog: 2026-10-12T20:45:12.123Z MODE END 5 (Island Scene Escape the Swamp) player=1 score=... mode_score=... dur=...ms
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[GAMELOG] 2026-10-12T20:45:12.123Z AWARD EXTRA BALL (id=13) player=1 <- next ball logs as "ball N (EXTRA BALL)"
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[GAMELOG] 2026-10-12T20:45:12.123Z AWARD id=<n> player=1 score=... <- every award screen
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```
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Bus event ids (King Kong 0.97): `game_start`=0x4d, `ball_start`=0x25,
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`ball_end`=0x34, `bonus_end`=0x28, `tilt_warning`=0xc8, `tilt`=0xc6. This build
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has **no** bus id for game over (the last `ball_end`/`bonus_end` is the close)
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or for bonus start.
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**Extra balls**: the game re-fires `ball_start` for an extra ball. The runtime's
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award-screen hook counts the awards, and one whose id matches
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`extra_ball_award` (default **13**, overridable with a `value extra_ball_award`
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line in the port file) makes the replayed ball log as `ball N (EXTRA BALL)`
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instead of advancing the count.
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**Mode detail**: the runtime polls each of the game's 22 mode objects' ACTIVE
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state per tick and logs START/END with the player's score at each edge —
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`mode_score=` is the score delta across the mode (approximate when other
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scoring runs simultaneously).
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**Insider Connected**: stock. The upstream runtime vetoes score/session reports
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whenever modes are installed; this build makes that gate **passive** — reports
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flow exactly as stock (and are logged once), and the logger adds no scores of
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its own. Known cosmetic issue: the boot banner still prints the upstream "score
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reports stay on this machine" line — the later `passive gate` line is the truth.
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### `/dump/switch.log` (deployed)
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The runtime's switch-edge handler writes every edge of the human-activated
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buttons to `/dump/switch.log` — the lockdown/action button (34), the start
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button (36) and the two flipper buttons (62/63), attract included. Names are
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quoted; the upper-flipper button switches (64/65) are wired in parallel with
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the main flipper buttons on this cabinet, so they are left out:
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```
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2026-10-12T20:45:12.123Z SW <id> "<NAME>" level=<0|1> hit=<0|1> game=<0|1>
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```
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`level` is the switch's raw state after the edge, `hit` is the game's own
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"counts as a hit" verdict, `game` whether a player is up. The logged ids and
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names are the port's `switch` lines (on King Kong: 34 lockdown, 36 start,
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62/63 the flipper buttons).
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## Build
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Cross-compile on macOS in a Debian container (armhf, hard-float, `-nostdlib`):
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```bash
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docker run --rm --platform linux/arm64 -v "$PWD:/work" -w /work debian:12 \
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sh -c 'apt-get update -qq && apt-get install -y -qq gcc-arm-linux-gnueabihf >/dev/null \
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&& bash build_mode.sh -o mode.so gamelog.c'
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```
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`build_mode.sh` compiles `pad_mode_runtime.c` + `gamelog.c` into one object
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(~228 KB) and fails the build if any `pm_` symbol does not exist or any banned
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libc call is made (allocation, threads, sleeping, stdio, processes). The few
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libc calls that are used (`clock_gettime`, `open`, `write`, `close`, …) resolve
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from the game's own libc when the object loads.
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The event probe builds without the runtime:
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`build_mode.sh -p -o event_probe.so event_probe.c`
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The port-selection tests run on any Linux host (the address-dependent ones skip
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on macOS, whose arm64 maps nothing below 4 GiB):
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```bash
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docker run --rm --platform linux/arm64 -v "$PWD:/work" -w /work debian:12 \
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sh -c 'apt-get update -qq && apt-get install -y -qq python3 python3-pytest gcc >/dev/null \
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&& python3 -m pytest tests/test_multi_game.py -q'
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```
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## Install / deploy (the machine)
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The machine (hostname `stern-spike2`) has root SSH (key-only, port 22). The
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logger lives on the rootfs, which is normally read-only:
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| Path on the machine | From this repo |
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| `/usr/local/padmode/mode.so` | the built `mode.so` |
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| `/usr/local/padmode/ports/king_kong_le-0.97.port` | `ports/king_kong_le-0.97.port` (one file per game; see "Multiple games") |
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| `/etc/init.d/game_monitor` | boot hook: preloads `mode.so` into the game **only if it exists** (stock script kept at `game_monitor.stock`) |
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Deploy a new build:
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```bash
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scp mode.so root@stern-spike2:/tmp/
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ssh root@stern-spike2 'mount -o remount,rw /; cp /tmp/mode.so /usr/local/padmode/mode.so;
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chmod 755 /usr/local/padmode/mode.so; sync; mount -o remount,ro / || true; reboot'
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```
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Live view: `ssh root@stern-spike2 'tail -f /dump/mode.log'`
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Housekeeping: `/dump` is a 532 MiB rw partition shared with crash dumps and
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connectivity logs; `mode.log` grows a few MB per long session (a few hundred
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`SHOT` lines per ball is normal). Pull it over SSH and rotate as needed;
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`: > /dump/mode.log` truncates it safely while running (same for `switch.log`
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once deployed).
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Rollback: `rm -rf /usr/local/padmode`, restore `/etc/init.d/game_monitor.stock`,
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reboot — the machine is stock again (SSH remains).
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## Measuring events for another game
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`event_probe.c` hooks the game's event bus (`subscribe` / `dispatch`) and its
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tick, and logs every registration and per-window dispatch counts to
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`/dump/event.log`. Procedure (the full version is MODE_SDK.md, "Measuring
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events on another game"):
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1. `build_mode.sh -p -o event_probe.so event_probe.c`
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2. Put the target's `subscribe` / `dispatch` / `tick` sites (address + first two
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instruction words) in `/dump/event.sites` — the SDK's `port_words.py`
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(in the decryptor repo) fills and checks those words from the game's ELF.
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3. Preload `event_probe.so` with `PAD_MODE_SO` (beside the stock runtime — its
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trampoline keeps the moved words where the runtime still verifies them).
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4. Play; at interesting moments `echo <label> > /dump/event.mark` to close a
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window (and open the next); `echo <id> > /dump/event.force` starts/stops a
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stock mode the way a rule does.
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5. `event_read.py /dump/event.log` — which ids fired in which window, with
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handlers, priorities and callers.
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The ids you name that way become the `event` lines of a port (the six in
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`king_kong_le-0.97.port` were found this way, in the SDK's emulator).
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## Unfinished work / known issues
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- **The extra-ball award id is unconfirmed.** Default 13 is a static guess from
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the game's object-name tables; every award id is logged, so earn an extra
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ball, read the `AWARD` line, and pin it down (or override it in the port).
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- **The master SD image does not contain the logger** — it was installed over
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SSH onto the card in the machine. Making it survive a re-flash needs a
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debugfs inject of `mode.so` + `game.port` + the hooked `game_monitor` into
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the master image.
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- **No network streaming yet.** Logs are pulled over SSH; the plan is for the
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mode to ship them itself (`socket()` is not on the build's banned list).
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- **Cosmetic**: the boot banner still prints the upstream "score reports stay
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on this machine" line (see Insider Connected above).
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- `mode_score` is an approximation (see above).
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## Provenance
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Built on the PAD Modes SDK
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(`pinball-asset-decryptor/tools/spike2_emu/modes/sdk/` — the
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`mattlqx/pinball-asset-decryptor` Gitea repo, itself a fork of
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`davidvanderburgh/pinball-asset-decryptor`; the SDK docs there — `MODE_SDK.md`,
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`MODE_PARAMETERS.md`, `MODE_LIMITS.md` — apply to everything in this repo).
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Everything in this repo is unmodified SDK content except:
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- `gamelog.c` (new)
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- `pad_mode_runtime.c` (upstream runtime + the patch in `docs/runtime-patch.diff`)
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- `tests/test_multi_game.py` (new)
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- `README.md`
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`ports/king_kong_le-0.97.port`, `event_probe.c`, `event_read.py`,
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`build_mode.sh` and the headers are the SDK's, unmodified (the port is
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emulator-proven by the SDK repo authors).
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The machine's SSH setup (dropbear + sftp-server on the Spike 2) is documented
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separately in the local `pinball-assets/README.md` and is **not** part of this
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project — this logger uses that SSH, it does not provide it.
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