| name | gearsystem-debugging |
| description | Debug and trace Sega Master System, Game Gear, and SG-1000 games using the Gearsystem emulator MCP server. Provides workflows for Z80 CPU debugging, breakpoint management, VDP/PSG/YM2413 hardware inspection, disassembly analysis, execution tracing, and rewind/time-travel debugging. Use when the user wants to debug an SMS/GG/SG-1000 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 PSG or YM2413 FM audio, view the call stack, rewind to earlier execution points, or diagnose rendering, audio, or timing issues. Also use when the user mentions Master System development, Game Gear homebrew testing, or Z80 debugging with Gearsystem. |
| compatibility | Requires the Gearsystem 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"} |
Sega Master System / Game Gear / SG-1000 Debugging with Gearsystem
Overview
Debug Sega Master System, Game Gear, and SG-1000 games using the Gearsystem emulator as an MCP server. Control execution (pause, step, breakpoints), inspect the Z80 CPU and hardware (VDP, PSG, YM2413), read/write memory across multiple areas (ROM+RAM, VRAM, CRAM), 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 and also at SMS Power! Development Documents.
MCP Server Prerequisite
IMPORTANT — Check before installing: Before attempting any installation or configuration, you MUST first verify if the Gearsystem 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 Gearsystem MCP server:
Installing Gearsystem
Run the bundled install script (macOS/Linux):
bash scripts/install.sh
This installs Gearsystem 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/gearsystem on macOS.
Connecting as MCP Server
Configure your AI client to run Gearsystem as an MCP server via STDIO transport. Example for Claude Desktop (~/Library/Application Support/Claude/claude_desktop_config.json):
{
"mcpServers": {
"gearsystem": {
"command": "/path/to/gearsystem",
"args": ["--mcp-stdio"]
}
}
}
Replace /path/to/gearsystem with the actual binary path from the install script. Add --headless before --mcp-stdio on headless machines.
Hardware Documentation (References)
SMS/GG/SG-1000 hardware documentation is available in the references/ directory. Load them into your context when investigating specific hardware. Additional community documentation is available at SMS Power! Development Documents.
| Reference | File | Quality | Load when... |
|---|
| SMS VDP (MacDonald) | references/msvdp.md | PRIMARY — hardware-tested, definitive | VDP registers, display modes, Mode 4, CRAM, sprites, scrolling, display timing, interrupts, GG/Genesis VDP |
| SMS/GG Hardware (MacDonald) | references/smstech.md | PRIMARY — hardware-tested, definitive | I/O ports, memory map, memory control, nationalization, interrupts (IM 0/1/2), BIOS, GG stereo, YM2413 detection |
| SMS Technical Info (Talbot-Watkins) | references/richard.md | HIGH — comprehensive, best YM2413 detail | YM2413 FM registers, SN76489 PSG, paging registers, line interrupt examples, VDP overview |
| TMS9918A VDP (Sean Young) | references/tms9918a.md | HIGH — detailed TMS9918 reference | SG-1000 video modes, TMS9918 legacy modes on SMS, Graphic I/II, Text, Multicolor, undocumented modes |
| SG-1000 Specs (Cornut) | references/sg1000.md | MEDIUM — concise SG-1000 quick ref | SG-1000 memory map, TMS9918 palette, basic VDP/PSG, SG-1000 specifics |
| SMS/GG Technical (Jon) | references/jon.md | MEDIUM — unique GG serial link info | Game Gear Gear-to-Gear cable protocol, GG Start button, GG serial communication |
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, zone, system), 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. Gearsystem supports sjasmplus/Pasmo (EQU), SDCC/NoICE (.noi), wla-dx, and vasm/generic symbol formats.
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
- Call stack:
get_call_stack — current subroutine hierarchy
- Memory:
read_memory with area name and address/length. Use list_memory_areas to see all available areas
- Sprites:
list_sprites — all 64 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 (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 RESET, NMI, or INT interrupts |
Breakpoints support 4 memory areas: rom_ram, vram, cram, vdp_reg. Use the appropriate area depending on what you're debugging.
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 |
| 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, PSG, YM2413, I/O, bank switching).
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, VDP timing, 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_z80_status and get_disassembly to inspect the restored point
debug_continue or keep stepping from there
Hardware Inspection
VDP (Video Display Processor)
get_vdp_registers — all 11 VDP registers (R0-R10) with hex values and descriptions
get_vdp_status — status flags, counters, mode, SG-1000 mode, extended mode 224
list_sprites — all 64 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, GG stereo panning
YM2413 FM Synthesis (Master System only)
get_ym2413_status — 9 FM channels with instruments, key-on state, f-number, block, envelope, rhythm mode, user instrument definition
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 areas. Breakpoints and memory operations support these key areas:
| Area | Description |
|---|
rom_ram | Full Z80 64K address space (ROM + RAM) |
vram | Video RAM — tile patterns, nametable, sprite attribute table |
cram | Color RAM — palette entries |
vdp_reg | VDP register file |
Additional areas for read_memory/write_memory include individual ROM banks, external RAM, BIOS, and more — use list_memory_areas for the complete list.
Common Debugging Scenarios
Finding an Interrupt Handler
toggle_irq_breakpoints to enable breaking on NMI (VBlank) or INT (scanline)
debug_continue to run until the interrupt 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. The INT handler depends on interrupt mode (IM 0/1/2). In IM 1 (most common for SMS), INT jumps to $0038.
Diagnosing Graphics Corruption
debug_pause → get_vdp_registers — check mode, nametable, sprite table, and pattern addresses
get_vdp_status — verify status flags, line counter, interrupt state
read_memory (area: vram) — inspect tile patterns, nametable, and sprite attribute table
read_memory (area: cram) — check palette data
list_sprites — verify sprite positions, patterns, and ordering
- Set read/write breakpoints (area: vram) on display data addresses to catch corruption source
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, 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
Inspecting VDP Timing
toggle_irq_breakpoints to break on INT (scanline interrupt)
get_vdp_status to check the line counter and flags
get_trace_log to see interleaved Z80 + VDP events
- Check VDP register writes in the trace for mid-frame register changes (raster effects)
Debugging Sound
get_psg_status — check all 4 PSG channels (tone frequencies, volumes, noise mode)
get_ym2413_status — check FM synthesis state (instruments, key-on, channels)
- Set write breakpoints on PSG I/O port ($7E-$7F) or YM2413 ports ($F0-$F1) to catch sound writes
- Step through the sound driver code and correlate register writes with audio output
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.)