gearboy-debugging
Debug and trace Game Boy / Game Boy Color / Super Game Boy games using the Gearboy emulator MCP server. Provides workflows for SM83 CPU debugging, breakpoint management, hardware inspection, disassembly analysis, and execution tracing. Use when the user wants to debug a Game Boy game, trace code execution, inspect CPU registers or hardware state, set breakpoints, analyze interrupts, step through SM83 instructions, reverse engineer game code, examine LCD, APU, or SGB registers, view the call stack, or diagnose rendering, audio, or timing issues. Also use when the user mentions Game Boy development, GB/GBC/SGB homebrew testing, or SM83 debugging with Gearboy.
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name gearboy-debugging description Debug and trace Game Boy / Game Boy Color / Super Game Boy games using the Gearboy emulator MCP server. Provides workflows for SM83 CPU debugging, breakpoint management, hardware inspection, disassembly analysis, and execution tracing. Use when the user wants to debug a Game Boy game, trace code execution, inspect CPU registers or hardware state, set breakpoints, analyze interrupts, step through SM83 instructions, reverse engineer game code, examine LCD, APU, or SGB registers, view the call stack, or diagnose rendering, audio, or timing issues. Also use when the user mentions Game Boy development, GB/GBC/SGB homebrew testing, or SM83 debugging with Gearboy. compatibility Requires the Gearboy MCP server. Direct tool mode is the default. Before installing or configuring, call debug_get_status to check if the server is already connected. If --mcp-router is enabled, use get_tool_info and execute_tool for routed tools. metadata {"author":"drhelius","version":"1.0"} Game Boy / Game Boy Color Debugging with Gearboy Overview Debug Game Boy, Game Boy Color, and Super Game Boy games using the Gearboy emulator as an MCP server. Control execution (pause, step, breakpoints), inspect the SM83 CPU and hardware (LCD, APU, SGB, sprites), read/write memory, disassemble code, trace instructions, and capture screenshots — all through MCP tool calls. MCP Server Prerequisite IMPORTANT — Check before installing: Before attempting any installation or configuration, you MUST first verify if the Gearboy MCP server is already connected in your current session. In the default mode, call debug_get_status directly. If Gearboy was intentionally started with --mcp-router , call get_tool_info with {"name":"debug_get_status"} , then call execute_tool with {"name":"debug_get_status","arguments":{}} . A valid response from either workflow means the server is active and ready. Only if neither workflow is available or the call fails, you need to help install and configure the Gearboy MCP server: Installing Gearboy Run the bundled install script (macOS/Linux): bash scripts/install.sh This installs Gearboy via Homebrew on macOS or downloads the latest release on Linux. It prints the binary path on completion. You can also set INSTALL_DIR to control where the binary goes (default: ~/.local/bin ). Alternatively, download from GitHub Releases or install with brew install --cask drhelius/geardome/gearboy on macOS. Connecting as MCP Server Configure your AI client to run Gearboy as an MCP server via STDIO transport. Example for Claude Desktop ( ~/Library/Application Support/Claude/claude_desktop_config.json ): { "mcpServers" : { "gearboy" : { "command" : "/path/to/gearboy" , "args" : [ "--mcp-stdio" ] } } } Replace /path/to/gearboy with the actual binary path from the install script. Add --headless before --mcp-stdio on headless machines. Debugging Workflow 1. Load and Orient load_media → get_media_info → get_cpu_status → get_screenshot Start every session by loading the ROM, confirming it loaded correctly (MBC type, ROM/RAM size, CGB/SGB flags), then checking CPU state and taking a screenshot to understand the current game state. If a .sym or .noi file exists alongside the ROM, symbols are loaded automatically. Load additional symbols with load_symbols or add individual labels with add_symbol . Gearboy supports RGBDS, GBDK-2020, WLA-DX, no$gmb, SDCC/NoICE (.noi), EQU, and generic symbol formats. 2. Pause and Inspect Always call debug_pause before inspecting state. While paused: CPU state : get_cpu_status — registers A, F, B, C, D, E, H, L, SP, PC, flags Z/N/H/C, IME, halt state, CGB double speed Disassembly : get_disassembly with a start/end address range Call stack : get_call_stack — current subroutine hierarchy Memory : read_memory with area name (ROM0, ROM1, VRAM, RAM, WRAM0, WRAM1, WRAM, OAM, IO, HIRAM) and address/length 3. Set Breakpoints Use breakpoints to stop execution at points of interest: Breakpoint Type Tool Use Case Execution set_breakpoint (type: exec) Stop when PC reaches address Read set_breakpoint (type: read) Stop when memory address is read Write set_breakpoint (type: write) Stop when memory address is written Range set_breakpoint_range Cover an address range (exec/read/write) IRQ toggle_irq_breakpoints Break on VBlank, LCD STAT, Timer, Serial, or Joypad interrupts Breakpoints support 3 memory area types: rom_ram , vram , and io . Important : Read/write breakpoints stop with PC at the instruction after the memory access. Manage breakpoints with list_breakpoints and remove_breakpoint . 4. Step Through Code After hitting a breakpoint or pausing: Action Tool Behavior Step Into debug_step_into Execute one SM83 instruction, enter subroutines Step Over debug_step_over Execute one instruction, skip CALL instructions Step Out debug_step_out Run until RET/RETI returns from current subroutine Step Frame debug_step_frame Execute until next VBlank; use mode: "sync" before dependent calls Run To debug_run_to_cursor Continue until PC reaches target address Continue debug_continue Resume normal execution After each step, call get_cpu_status and get_disassembly to see where you are. 5. Trace Execution The trace logger records CPU instructions interleaved with hardware events (LCD, APU, I/O, bank switching). Start the trace logger from the emulator's debugger window, then: set_trace_log with enabled: true to start recording (optionally filter event types) Let the game run or step through code set_trace_log with enabled: false to stop (entries are preserved) get_trace_log to read recorded entries Tracing is essential for understanding timing-sensitive code, interrupt handlers, and hardware interaction sequences. Rewind (Time Travel Debugging) get_rewind_status reports whether rewind is enabled, how many snapshots are available, total capacity, and how many seconds are currently buffered. rewind_seek jumps to a specific buffered snapshot. The emulator must be paused first. Use rewind when you need to compare two nearby execution points without managing manual save states. Typical flow: debug_pause get_rewind_status rewind_seek to an earlier snapshot get_cpu_status and get_disassembly to inspect the restored point debug_continue or keep stepping from there Hardware Inspection LCD Controller get_lcd_registers — all LCD registers: LCDC, STAT, SCY, SCX, LY, LYC, DMA, BGP, OBP0, OBP1, WY, WX with decoded bit fields. CGB registers: KEY1, VBK, HDMA, BCPS, BCPD, OCPS, OCPD, SVBK get_lcd_status — current LCD mode (0-3), screen enabled, LY, LYC match, CGB info APU (Audio) get_apu_status — all 4 audio channels: Square 1 (with sweep), Square 2, Wave, Noise: volume, frequency, envelope, duty cycle, wave RAM, panning, master volume SGB (Super Game Boy) get_sgb_status — SGB active flag, mask mode, multiplayer state (player count/current), last command code/data, transfer countdown/destination, border animation state, effective palettes (4×4 colors as hex), and attribute map (20×18 palette assignments) SGB memory areas available via read_memory : SGB_TILES (border tile patterns), SGB_MAP (border tilemap), SGB_BPAL (border palettes), SGB_SPAL (system palettes), SGB_ATF (attribute files), SGB_AMAP (attribute map), SGB_EPAL (effective palettes) Sprites (OAM) list_sprites — all 40 OAM sprites: position, tile index, attributes (priority, X/Y flip, palette, CGB bank) get_sprite_image — individual sprite rendered as PNG Screen Capture get_screenshot — current rendered frame as PNG Use screenshots after stepping or continuing to see the visual impact of changes. Memory Areas Use list_memory_areas to get the full list: Area Description ROM0 ROM bank 0 (fixed, $0000-$3FFF) ROM1 Switchable ROM bank ($4000-$7FFF) VRAM Video RAM — tiles and tile maps ($8000-$9FFF) RAM Cartridge external RAM ($A000-$BFFF) WRAM0 Work RAM bank 0 ($C000-$CFFF) WRAM1 Switchable Work RAM bank 1-7 on CGB ($D000-$DFFF) WRAM Full Work RAM ($C000-$DFFF) OAM Object Attribute Memory — sprite table ($FE00-$FE9F) IO I/O registers ($FF00-$FF7F) HIRAM High RAM ($FF80-$FFFE) When SGB mode is active, additional areas are available: Area Description SGB_TILES Border tile patterns — 256 tiles × 32 bytes (8192 bytes) SGB_MAP Border tilemap — 32×32 entries × 2 bytes (2048 bytes) SGB_BPAL Border palettes — 4 sub-palettes × 16 colors × 2 bytes (128 bytes) SGB_SPAL System palettes — 512 palettes × 4 colors × 2 bytes (4096 bytes, from PAL_TRN) SGB_ATF Attribute files — 45 files × 90 bytes (4050 bytes, from ATTR_TRN) SGB_AMAP Attribute map — 20×18 palette assignments (360 bytes) SGB_EPAL Effective palettes — 4 palettes × 4 colors × 2 bytes (32 bytes) WRAM and HIRAM are the most common locations for game variables (lives, health, score, position). Common Debugging Scenarios Finding an Interrupt Handler toggle_irq_breakpoints to enable breaking on the target IRQ (VBlank, LCD STAT, Timer, Serial, Joypad) debug_continue to run until the IRQ fires get_cpu_status + get_disassembly to see the handler code get_call_stack to see how deep you are add_symbol to label the handler address and any subroutines it calls The Game Boy interrupt vectors are at fixed addresses: VBlank=$0040, LCD STAT=$0048, Timer=$0050, Serial=$0058, Joypad=$0060. Diagnosing Graphics Corruption debug_pause → get_lcd_registers — check LCDC (enable bits), SCX/SCY (scroll), WX/WY (window) get_lcd_status — verify LCD mode, LY position read_memory on VRAM to inspect tile data and tile maps list_sprites — check OAM for incorrect positions, tiles, or attributes Set read/write breakpoints on VRAM addresses to catch corruption source get_screenshot to see the current visual state Analyzing a Subroutine set_breakpoint at the subroutine entry point debug_continue → when hit, get_cpu_status Step through with debug_step_into / debug_step_over After each step: check registers, read relevant memory add_symbol for the routine and any called subroutines add_disassembler_bookmark to mark interesting locations Tracking a Variable add_memory_watch on the variable's address — watches are visible in the emulator GUI Set a write breakpoint with set_breakpoint (type: write) on that address When hit, get_disassembly reveals what code is modifying it get_call_stack shows the call chain leading to the write Timing Analysis toggle_irq_breakpoints to break on Timer or VBlank Start the trace logger from the debugger window get_trace_log to see the interleaved CPU + hardware events get_lcd_registers to check timer and LCD timing configuration Correlate interrupt fires with code execution in the trace Investigating CGB Features For Game Boy Color games: get_cpu_status — check if CGB double speed mode is active get_lcd_registers — inspect CGB-specific registers (KEY1, VBK, HDMA, BCPS/BCPD, OCPS/OCPD, SVBK) read_memory on VRAM with bank selection to inspect both VRAM banks list_sprites — check CGB-specific attributes (VRAM bank, CGB palette) Debugging SGB Features For Super Game Boy games: get_sgb_status — check if SGB is active, inspect mask mode, command state, transfer status get_media_info — verify is_sgb flag in ROM header read_memory on SGB_TILES / SGB_MAP / SGB_BPAL to inspect border tile data, tilemap, and palettes read_memory on SGB_SPAL to inspect system palettes loaded via PAL_TRN read_memory on SGB_ATF to inspect attribute files loaded via ATTR_TRN get_sgb_status → check effective_palettes and attribute_map for game colorization get_screenshot to see the rendered SGB output (256×224 with border) Organizing Your Debug Session Symbols : Use add_symbol liberally to label addresses you've identified — makes disassembly readable Bookmarks : Use add_disassembler_bookmark for code locations and add_memory_bookmark for data regions Watches : Use add_memory_watch for variables you're tracking across steps Save states : Use save_state / load_state to snapshot and restore emulator state at interesting points Screenshots : Capture visual state with get_screenshot after significant changes
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| フィールド | 説明 |
|---|---|
| format | フォーマット識別子(skill/v1) |
| skill_id | スキル固有 ID |
| name | スキル名 |
| version | バージョン |
| description | 説明 |
| category | カテゴリ(配列) |
| trigger_words | トリガーワード |
| tags | タグ |
| source | ソース |
| source_url | ソース URL(本ページ) |
| exported_at | エクスポート日時(ダウンロード毎) |
| system_prompt | システムプロンプト本文 |
| model_config | モデル設定:provider / model / temperature / max_tokens / top_p |
| examples | サンプル |
| install_guide | 各プラットフォームの導入説明(Coze / Dify / Claude / カスタム) |