| name | gearcoleco-debugging |
| description | Debug and trace ColecoVision and Super Game Module games using the Gearcoleco emulator MCP server. Provides workflows for Z80 CPU debugging, breakpoint management, TMS9918A VDP/SN76489/AY-3-8910 hardware inspection, disassembly analysis, execution tracing, and rewind/time-travel debugging. Use when the user wants to debug a ColecoVision or SGM game, trace code execution, inspect Z80 CPU registers or hardware state, set breakpoints, analyze interrupts, step through Z80 instructions, reverse engineer game code, examine VDP registers, view sprites, inspect SN76489 or AY-3-8910 audio, view the call stack, rewind to earlier execution points, or diagnose rendering, audio, controller, SGM RAM, or timing issues. Also use when the user mentions ColecoVision development, Super Game Module homebrew testing, or Z80 debugging with Gearcoleco. |
| compatibility | Requires the Gearcoleco MCP server. Before installing or configuring, call debug_get_status to check if the server is already connected. If it responds, the server is ready - skip setup entirely. |
| metadata | {"author":"drhelius","version":"1.0"} |
ColecoVision / Super Game Module Debugging with Gearcoleco
Overview
Debug ColecoVision and Super Game Module games using the Gearcoleco emulator as an MCP server. Control execution (pause, step, breakpoints), inspect the Z80 CPU and hardware (TMS9918A VDP, SN76489 PSG, AY-3-8910 SGM PSG), read/write memory across multiple areas (BIOS, RAM, SGM RAM, VRAM, ROM banks), disassemble code, trace instructions, rewind to earlier states, view sprites, and capture screenshots - all through MCP tool calls. Hardware documentation is available in the references/ directory.
MCP Server Prerequisite
IMPORTANT - Check before installing: Before attempting any installation or configuration, you MUST first verify if the Gearcoleco MCP server is already connected in your current session. Call debug_get_status - if it returns a valid response, the server is active and ready.
Only if the tool is not available or the call fails, you need to help install and configure the Gearcoleco MCP server:
Installing Gearcoleco
Run the bundled install script (macOS/Linux):
bash scripts/install.sh
This installs Gearcoleco 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/gearcoleco on macOS.
Connecting as MCP Server
Configure your AI client to run Gearcoleco as an MCP server via STDIO transport. Example for Claude Desktop (~/Library/Application Support/Claude/claude_desktop_config.json):
{
"mcpServers": {
"gearcoleco": {
"command": "/path/to/gearcoleco",
"args": ["--mcp-stdio"]
}
}
}
Replace /path/to/gearcoleco with the actual binary path from the install script. Add --headless before --mcp-stdio on headless machines.
Hardware Documentation (References)
ColecoVision and Super Game Module hardware documentation is available in the references/ directory. Load them into your context when investigating specific hardware or BIOS behavior.
| Reference | File | Quality | Load when... |
|---|
| ColecoVision Technical Notes | references/colecovision.md | PRIMARY - system quick reference | Cartridge headers, title-screen behavior, controller modes, keypad codes, memory map, I/O map, basic SN76489 and VDP context |
| TMS9918A VDP (Sean Young) | references/tms9918a.md | PRIMARY - detailed VDP reference | VDP registers, status flags, VRAM access, display modes, interrupts, sprites, fifth-sprite flag, collisions, undocumented modes |
| SN76489A PSG | references/sn76489.md | PRIMARY - ColecoVision PSG quick reference | SN76489 latch/data writes, tone periods, attenuation, noise control, frequency formula, PSG debugging |
| Super Game Module Notes | references/super_game_module.md | PRIMARY - SGM memory reference | SGM RAM mapping, port $53, port $7F, ADAM compatibility, SGM initialization, SGM AY summary |
Debugging Workflow
1. Load and Orient
load_media -> get_media_info -> get_z80_status -> get_screenshot
Start every session by loading the ROM, confirming it loaded correctly (file path, type, size, mapper), then checking Z80 CPU state and taking a screenshot to understand the current game state. If a .sym file exists alongside the ROM, symbols are loaded automatically. Gearcoleco accepts .sym entries using BANK:ADDRESS LABEL format.
Load additional symbols with load_symbols or add individual labels with add_symbol.
2. Pause and Inspect
Always call debug_pause before inspecting state. While paused:
- CPU state:
get_z80_status - registers AF, BC, DE, HL, AF', BC', DE', HL', IX, IY, SP, PC, WZ, I, R, flags (S, Z, H, P/V, N, C), interrupt state, halt status, interrupt mode (0/1/2)
- Disassembly:
get_disassembly with a start/end address range. Disassembled records exist for code that has executed during emulation
- Call stack:
get_call_stack - current subroutine hierarchy
- Memory:
read_memory with a memory editor area ID and offset. Use list_memory_areas first to see available areas and physical offsets
- Sprites:
list_sprites - all 32 TMS9918A sprites with position, size, pattern index
3. Set Breakpoints
Use breakpoints to stop execution at points of interest:
| Breakpoint Type | Tool | Use Case |
|---|
| Execution | set_breakpoint (execute: true) | Stop when PC reaches address |
| Read | set_breakpoint (read: true) | Stop when memory address is read |
| Write | set_breakpoint (write: true) | Stop when memory address is written |
| Range | set_breakpoint_range | Cover an address range (exec/read/write) |
| IRQ | toggle_irq_breakpoints | Break on RESET, NMI, or INT interrupts |
Breakpoints support 3 memory areas: rom_ram, vram, vdp_reg. Use rom_ram for Z80 address space, vram for VDP memory access, and vdp_reg for VDP register writes.
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 Z80 instruction, enter subroutines |
| Step Over | debug_step_over | Execute one instruction, skip CALL subroutines |
| Step Out | debug_step_out | Run until RET returns from current subroutine |
| Step Frame | debug_step_frame | Execute until next frame / VBlank |
| Run To | debug_run_to_cursor | Continue until PC reaches target address |
| Continue | debug_continue | Resume normal execution |
After each step, call get_z80_status and get_disassembly to see where you are.
5. Trace Execution
The trace logger records Z80 instructions interleaved with hardware events (VDP writes/status, PSG, AY-3-8910, I/O ports, SGM mapping events).
set_trace_log with enabled: true to start recording (optionally use flags; 0xFF enables all trace 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
Trace flags: bit 0 = CPU, 1 = CPU IRQ, 2 = VDP write, 3 = VDP status, 4 = PSG, 5 = AY-3-8910, 6 = I/O port, 7 = SGM.
Tracing is essential for understanding timing-sensitive code, interrupt handlers, VDP access sequences, sound register writes, controller reads, and SGM RAM enable behavior.
Rewind (Time Travel Debugging)
get_rewind_status reports whether rewind is enabled, how many snapshots are available, total capacity, and memory usage.
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_z80_status and get_disassembly to inspect the restored point
debug_continue or keep stepping from there
Hardware Inspection
VDP (TMS9918A Video Display Processor)
get_vdp_registers - VDP registers with hex values and descriptions
get_vdp_status - status flags, current mode, render line, display state
list_sprites - all 32 sprites with position, size, pattern index
get_sprite_image - get a specific sprite as base64 PNG
PSG (SN76489 Sound)
get_psg_status - all 4 channels (3 tone + 1 noise): volume, period, frequency
AY-3-8910 (Super Game Module Sound)
get_ay8910_status - 3 AY channels, mixer, noise, envelope, registers, mute state
- SGM AY ports are
$50 register select, $51 data write, $52 data read
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 discover all available physical areas. Memory tools use the returned area IDs and 0-based offsets, while breakpoints use logical areas.
| Logical Area | Description |
|---|
rom_ram | Full Z80 64K address space (BIOS, RAM, SGM RAM windows, cartridge ROM) |
vram | Video RAM - pattern tables, name table, color table, sprite attribute table |
vdp_reg | VDP register file |
Additional read_memory/write_memory areas include physical BIOS, WRAM, SGM RAM, VRAM, ROM banks, and other mapped spaces - use list_memory_areas for the complete list.
Common Debugging Scenarios
Finding the VBlank / NMI Handler
toggle_irq_breakpoints to enable breaking on interrupts
debug_continue to run until the VDP NMI fires
get_z80_status + get_disassembly to see the handler code
get_call_stack to see the call hierarchy
add_symbol to label the handler address and any subroutines it calls
Note: The Z80 NMI vector is fixed at $0066. ColecoVision games normally receive VBlank through the TMS9918A NMI path.
Diagnosing Graphics Corruption
debug_pause -> get_vdp_registers - check mode and table base addresses
get_vdp_status - verify status flags, render state, and interrupt state
read_memory (VRAM area from list_memory_areas) - inspect pattern, name, color, and sprite tables
list_sprites - verify sprite positions, patterns, and ordering
- Set read/write breakpoints (area:
vram) on display data addresses to catch corruption source
- Use references/tms9918a.md and references/colecovision.md for VDP, memory-map, and I/O details
Analyzing a Subroutine
set_breakpoint at the subroutine entry point
debug_continue -> when hit, get_z80_status
- Step through with
debug_step_into / debug_step_over
- After each step: check registers and read relevant memory
add_symbol for the routine and any called subroutines
add_disassembler_bookmark to mark interesting locations
Tracking a Variable
list_memory_areas to identify WRAM or SGM RAM area IDs
add_memory_watch on the variable's physical offset - watches are visible in the emulator GUI
- Set a write breakpoint with
set_breakpoint (write: true) on the logical address if the variable is in the Z80 address space
- When hit,
get_disassembly reveals what code is modifying it
get_call_stack shows the call chain leading to the write
Inspecting VDP Timing
toggle_irq_breakpoints to break on VBlank / NMI
get_vdp_status to check flags and current render state
get_trace_log to see interleaved Z80 + VDP events
- Check VDP register writes and VRAM access patterns in the trace for mid-frame updates
Debugging Sound
get_psg_status - check all 4 SN76489 channels (tone frequencies, volumes, noise mode)
get_ay8910_status - check SGM AY-3-8910 state (registers, mixer, envelope, channels)
- Set write breakpoints on PSG I/O range or trace
psg events to catch SN76489 writes
- Trace
ay8910 and io_port events to catch SGM writes to $50/$51 and reads from $52
- Step through the sound driver code and correlate register writes with audio output
Debugging SGM RAM Mapping
- Load references/super_game_module.md
- Trace
sgm and io_port events with set_trace_log
- Watch writes to port
$53 for upper RAM enable and $7F for lower BIOS/RAM mapping
- Use
list_memory_areas and read_memory to inspect SGM RAM physical areas
- Check ADAM compatibility logic before enabling the 24 KB RAM window
Organizing Your Debug Session
- Symbols: Use
add_symbol liberally to label addresses - 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
- Modify registers: Use
write_z80_register to change register values live (AF, BC, DE, HL, IX, IY, SP, PC, etc.)