A Model Context Protocol server for the Gearsystem emulator, enabling AI-assisted debugging and development of Sega Master System / Game Gear / SG-1000 games.
This server provides tools for game development, rom hacking, reverse engineering, and debugging through standardized MCP protocols compatible with AI agents like GitHub Copilot, Claude, ChatGPT and others.
| Platform | Architecture | Download Link |
|---|---|---|
| Windows | x64 | Gearsystem-3.9.5-mcpb-windows-x64.mcpb |
| ARM64 | Gearsystem-3.9.5-mcpb-windows-arm64.mcpb | |
| macOS | x64 | Gearsystem-3.9.5-mcpb-macos-x64.mcpb |
| ARM64 | Gearsystem-3.9.5-mcpb-macos-arm64.mcpb | |
| Linux | x64 | Gearsystem-3.9.5-mcpb-linux-x64.mcpb |
| ARM64 | Gearsystem-3.9.5-mcpb-linux-arm64.mcpb |
- Full Debugger Access: CPU registers, memory inspection, breakpoints, and execution control
- Multiple Memory Areas: Access RAM, VRAM, CRAM, ROM banks, external RAM, BIOS, and more
- Disassembly: View disassembled Z80 code around PC or any address
- Hardware Inspection: Z80 CPU, VDP, PSG, YM2413 FM synthesis
- Sprite Viewer: List and inspect all 64 sprites with images
- Symbol Support: Add, remove, and list debug symbols
- Bookmarks: Memory and disassembler bookmarks for navigation
- Call Stack: View function call hierarchy
- Trace Logger: CPU instruction trace with interleaved hardware events (VDP, PSG, YM2413, I/O, bank switching)
- Screenshot Capture: Get current frame as PNG image
- GUI Integration: MCP server runs alongside the emulator GUI, sharing the same state
The Gearsystem MCP server supports two transport modes:
The default mode uses standard input/output for communication. The emulator is launched by the AI client and communicates through stdin/stdout pipes.
The HTTP transport mode runs the emulator with an embedded web server on localhost:7777/mcp. The emulator stays running independently while the AI client connects via HTTP.
Add --headless to run without a GUI window. This is useful for servers, CLI agents, or any machine without a display. All MCP tools work identically in headless mode. Requires --mcp-stdio or --mcp-http.
-
Install GitHub Copilot extension in VS Code
-
Configure VS Code settings:
Add to your workspace folder a file named
.vscode/mcp.jsonwith:{ "servers": { "gearsystem": { "command": "/path/to/gearsystem", "args": ["--mcp-stdio"] } } }Important: Update the
commandpath to match your build location:- macOS:
/path/to/gearsystem - Linux:
/path/to/gearsystem - Windows:
C:/path/to/gearsystem.exe
- macOS:
-
Restart VS Code may be necessary for settings to take effect
-
Open GitHub Copilot Chat and start debugging:
- The emulator will auto-start with MCP server enabled
- Load a game ROM
- Start chatting with Copilot about the game state
The easiest way to install Gearsystem MCP server on Claude Desktop is using the MCPB package:
-
Download the latest MCPB package for your platform from the releases page.
-
Install the extension:
- Open Claude Desktop
- Navigate to Settings > Extensions
- Click Advanced settings
- In the Extension Developer section, click Install Extension…
- Select the downloaded
.mcpbfile
-
Start debugging: The extension is now available in your conversations. The emulator will automatically launch when the tool is enabled.
If you prefer to build from source or configure manually:
-
Edit Claude Desktop config file:
Follow these instructions to access Claude's config file, then edit it to include:
{ "mcpServers": { "gearsystem": { "command": "/path/to/gearsystem/platforms/macos/gearsystem", "args": ["--mcp-stdio"] } } }Config file locations:
- macOS:
~/Library/Application Support/Claude/claude_desktop_config.json - Windows:
%APPDATA%\Claude\claude_desktop_config.json - Linux:
~/.config/Claude/claude_desktop_config.json
Important: Update the
commandpath to match your build location. - macOS:
-
Restart Claude Desktop
-
Add the Gearsystem MCP server using the CLI:
claude mcp add --transport stdio gearsystem -- /path/to/gearsystem --mcp-stdio
Important: Update the path to match your build location.
-
Verify the server was added:
claude mcp list
-
Start debugging: Open Claude Code and start chatting about the game state. The emulator will auto-start when tools are invoked.
-
Start the emulator manually with HTTP transport:
./gearsystem --mcp-http # Server will start on http://localhost:7777/mcp # Or specify a custom port: ./gearsystem --mcp-http --mcp-http-port 3000 # Server will start on http://localhost:3000/mcp
You can optionally start the server using the "MCP" menu in the GUI.
-
Configure VS Code
.vscode/mcp.json:{ "servers": { "gearsystem": { "type": "http", "url": "http://localhost:7777/mcp", "headers": {} } } } -
Or configure Claude Desktop:
{ "mcpServers": { "gearsystem": { "type": "http", "url": "http://localhost:7777/mcp" } } } -
Or configure Claude Code:
claude mcp add --transport http gearsystem http://localhost:7777/mcp
-
Restart your AI client and start debugging
Note: The MCP HTTP Server must be running standalone before connecting the AI client.
Once configured, you can ask your AI assistant:
- "What game is currently loaded?"
- "Load the ROM at /path/to/game.sms"
- "Show me the current CPU registers"
- "Read 16 bytes from RAM starting at 0xC000"
- "Set a breakpoint at address 0x0066"
- "Pause execution and show me all sprites"
- "Step through the next 5 instructions"
- "Capture a screenshot of the current frame"
- "Tap the up button on player 1 controller"
-
"Find the VBlank interrupt handler, analyze what it does, and add symbols for all the subroutines it calls"
-
"Locate the sprite update routine. Study how this game manages its sprite system, explain the algorithm, and add bookmarks to key sections. Also add watches for any sprite-related variables you find"
-
"There's a data decompression routine around address 0x8000. Step through it instruction by instruction, reverse engineer the compression algorithm, and explain how it works with examples"
-
"Find where the game stores its level data in ROM. Analyze the data structure format, create a memory map showing each section, and add symbols for the data tables"
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"The game is rendering corrupted graphics. Examine the VDP registers, check the VRAM contents, inspect the sprite attribute table, and diagnose what's causing the corruption. Set up watches on relevant memory addresses"
The server exposes tools organized in the following categories:
debug_pause- Pause emulationdebug_continue- Resume emulationdebug_step_into- Step one Z80 instructiondebug_step_over- Step over subroutine callsdebug_step_out- Step out of current subroutinedebug_step_frame- Step one framedebug_run_to_cursor- Continue execution until reaching specified addressdebug_reset- Reset emulationdebug_get_status- Get debug status (paused, at_breakpoint, pc address)
write_z80_register- Set register value (AF, BC, DE, HL, AF', BC', DE', HL', IX, IY, SP, PC, WZ, A, F, B, C, D, E, H, L, I, R)get_z80_status- Get complete Z80 CPU status (registers, flags, interrupts, halt, interrupt mode)
list_memory_areas- List all available memory areasread_memory- Read from specific memory areawrite_memory- Write to specific memory areaget_memory_selection- Get current memory selection rangeselect_memory_range- Select a range of memory addressesset_memory_selection_value- Set all bytes in selection to specified valueadd_memory_bookmark- Add bookmark in memory arearemove_memory_bookmark- Remove memory bookmarklist_memory_bookmarks- List all bookmarks in memory areaadd_memory_watch- Add watch (tracked memory location)remove_memory_watch- Remove memory watchlist_memory_watches- List all watches in memory areamemory_search_capture- Capture memory snapshot for search comparisonmemory_search- Search memory with operators (<, >, ==, !=, <=, >=), compare types (previous, value, address), and data types (hex, signed, unsigned)
get_disassembly- Get Z80 disassembly for specified address rangeadd_symbol- Add symbol (label) at specified addressremove_symbol- Remove symbollist_symbols- List all defined symbolsadd_disassembler_bookmark- Add bookmark in disassemblerremove_disassembler_bookmark- Remove disassembler bookmarklist_disassembler_bookmarks- List all disassembler bookmarksget_call_stack- View function call hierarchyget_trace_log- Read trace logger entries (CPU + hardware events). Start the trace logger from the debugger window first
set_breakpoint- Set execution, read, or write breakpoint (supports 4 memory areas: rom_ram, vram, cram, vdp_reg)set_breakpoint_range- Set breakpoint for an address range (supports 4 memory areas)remove_breakpoint- Remove breakpointlist_breakpoints- List all breakpointstoggle_irq_breakpoints- Enable or disable breaking on IRQs (RESET, NMI, INT)
get_vdp_registers- Get all 11 VDP registers (R0-R10) with hex values and descriptionsget_vdp_status- Get VDP status (flags, counters, mode, SG-1000 mode, extended mode 224)get_psg_status- Get SN76489 PSG status for all 4 channels (3 tone + 1 noise): volume, period, frequency, GG stereoget_ym2413_status- Get YM2413 FM synth status: 9 channels, instruments, key-on, f-number, block, envelope, rhythm mode, user instrument
list_sprites- List all 64 sprites with position, size, pattern indexget_sprite_image- Get sprite image as base64 PNG
get_screenshot- Capture current screen frame as base64 PNG
get_media_info- Get loaded ROM info (file path, type, size, mapper, zone, system)load_media- Load ROM file (.sms, .gg, .sg, .zip). Automatically loads .sym symbol file if presentload_symbols- Load debug symbols from file (.sym format with 'BANK:ADDRESS LABEL' entries)list_save_state_slots- List all 5 save state slots with information (rom name, timestamp, validity)select_save_state_slot- Select active save state slot (1-5) for save/load operationssave_state- Save emulator state to currently selected slotload_state- Load emulator state from currently selected slotset_fast_forward_speed- Set fast forward speed multiplier (0: 1.5x, 1: 2x, 2: 2.5x, 3: 3x, 4: Unlimited)toggle_fast_forward- Toggle fast forward mode on/off
controller_button- Control a button on a controller (player 1-2). Use action 'press' to hold the button, 'release' to let it go, or 'press_and_release' to simulate a quick tap. Buttons: up, down, left, right, 1, 2, start
- The MCP server runs alongside the GUI in a background thread
- The emulator GUI remains fully functional (you can play/debug normally while using MCP)
- Commands from the AI are queued and executed on the GUI thread
- Both GUI and MCP share the same emulator state
- Changes made through MCP are instantly reflected in the GUI and vice versa
┌─────────────────┐ ┌──────────────────┐
│ VS Code / │ stdio │ Gearsystem │
│ Claude Desktop │◄──────────────────►│ MCP Server │
│ (AI Client) │ pipes │ (background) │
└─────────────────┘ └──────────────────┘
│ │
└───► Launches ►────────────────────────┘
│
│ Shared State
▼
┌──────────────────┐
│ Emulator Core │
│ + GUI Window │
└──────────────────┘
┌─────────────────┐ ┌──────────────────┐
│ VS Code / │ HTTP (port 7777) │ Gearsystem │
│ Claude Desktop │◄──────────────────►│ MCP HTTP Server │
│ (AI Client) │ │ (listener) │
└─────────────────┘ └──────────────────┘
│
│ Shared State
▼
┌──────────────────┐
│ Emulator Core │
│ + GUI Window │
└──────────────────┘