| name | geargrafx-debugging |
| description | Debug and trace TurboGrafx-16 / PC Engine / SuperGrafx games using the Geargrafx emulator MCP server. Provides workflows for HuC6280 CPU debugging, breakpoint management, hardware inspection, disassembly analysis, and execution tracing. Use when the user wants to debug a PC Engine game, trace code execution, inspect CPU registers or hardware state, set breakpoints, analyze interrupts, step through HuC6280 instructions, reverse engineer game code, examine VDC/VCE/PSG registers, view the call stack, or diagnose rendering, audio, or timing issues. Also use when the user mentions PC Engine development, TurboGrafx-16 homebrew testing, SuperGrafx debugging, CD-ROM game debugging, or HuC6280 debugging with Geargrafx. |
| compatibility | Requires the Geargrafx 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"} |
TurboGrafx-16 / PC Engine Game Debugging with Geargrafx
Overview
Debug TurboGrafx-16, PC Engine, and SuperGrafx games using the Geargrafx emulator as an MCP server. Control execution (pause, step, breakpoints), inspect the HuC6280 CPU and hardware (HuC6270 VDC, HuC6260 VCE, HuC6202 VPC, PSG), read/write memory, disassemble code, trace instructions, 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 Geargrafx MCP server is already connected in your current session. In the default mode, call debug_get_status directly. If Geargrafx 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 Geargrafx MCP server:
Installing Geargrafx
Run the bundled install script (macOS/Linux):
bash scripts/install.sh
This installs Geargrafx 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/geargrafx on macOS.
Connecting as MCP Server
Configure your AI client to run Geargrafx as an MCP server via STDIO transport. Example for Claude Desktop (~/Library/Application Support/Claude/claude_desktop_config.json):
{
"mcpServers": {
"geargrafx": {
"command": "/path/to/geargrafx",
"args": ["--mcp-stdio"]
}
}
}
Replace /path/to/geargrafx with the actual binary path from the install script. Add --headless before --mcp-stdio on headless machines.
Hardware Documentation (References)
PC Engine hardware documentation is available in the references/ directory. Load them into your context when investigating specific hardware.
| Reference | File | Load when... |
|---|
| HuC6280 CPU | references/huc6280_cpu.md | CPU registers, MPR mapping, timer, interrupts, I/O, speed modes |
| Instruction Set | references/huc6280_instructions.md | Opcode reference, addressing modes, cycle counts |
| PSG | references/huc6280_psg.md | 6-channel sound: waveform, noise, LFO, volume, DDA |
| HuC6270 VDC | references/huc6270_vdc.md | Video Display Controller: BAT, sprites, scroll, DMA, interrupts |
| HuC6260 VCE | references/huc6260_vce.md | Video Color Encoder: palette, dot clock, color format |
| HuC6202 VPC | references/huc6202_vpc.md | Video Priority Controller (SuperGrafx): window, priority |
| Memory Map | references/memory_map.md | Full memory map: MPR pages, I/O, WRAM, VRAM, ROM banking |
Debugging Workflow
1. Load and Orient
load_media → get_media_info → get_huc6280_status → get_screenshot
Start every session by loading the ROM, confirming it loaded correctly, then checking CPU state and taking a screenshot to understand the current game state. If a .sym, .lbl, or .noi file exists alongside the ROM, symbols are loaded automatically.
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_huc6280_status — registers A, X, Y, S, P (flags), PC, MPR mapping, timer, interrupts, I/O port, speed mode
- Disassembly:
get_disassembly with a start/end address range — only shows executed code paths
- Call stack:
get_call_stack — current subroutine hierarchy
- Memory:
read_memory with a memory area tab ID (use list_memory_areas to discover available areas and their IDs)
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) |
Breakpoints support 5 memory areas: rom_ram (default), vram, palette, huc6270_reg, huc6260_reg.
Important: Read/write breakpoints stop with PC at the instruction after the memory access.
Manage breakpoints with list_breakpoints, remove_breakpoint.
4. Step Through Code
After hitting a breakpoint or pausing:
| Action | Tool | Behavior |
|---|
| Step Into | debug_step_into | Execute one instruction, enter subroutines |
| Step Over | debug_step_over | Execute one instruction, skip JSR calls |
| Step Out | debug_step_out | Run until RTS/RTI 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_huc6280_status and get_disassembly to see where you are.
5. Trace Execution
The trace logger records CPU instructions interleaved with hardware events (VDC, VCE, PSG, timer, CD-ROM, SCSI, ADPCM, input).
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
Available trace event filters: cpu_irq, vdc, vce, psg, timer, input, cdrom, adpcm, scsi. CPU tracing is always on.
Tracing is essential for understanding timing-sensitive code, interrupt handlers, and hardware interaction sequences.
Hardware Inspection
HuC6270 VDC (Video Display Controller)
get_huc6270_status — VDC state: position, control, interrupt flags
get_huc6270_registers — all 20 VDC registers (0x00-0x13), Address Register (AR), Status Register (SR)
write_huc6270_register — write to a VDC register (0-19) or AR (20). Use vdc parameter (1 or 2) for SuperGrafx
list_sprites — all 64 sprites with position, size, pattern, palette
get_sprite_image — get a sprite as a PNG image
HuC6260 VCE (Video Color Encoder)
get_huc6260_status — VCE state: position, sync signals, dot clock, control
HuC6202 VPC (SuperGrafx only)
get_huc6202_status — VPC state: window settings, priority configuration
PSG (Programmable Sound Generator)
get_psg_status — all 6 PSG channels: waveform, frequency, volume, noise, LFO, DDA
CD-ROM Subsystems (CD games only)
get_cdrom_status — CD-ROM drive status
get_cdrom_audio_status — CD audio playback status
get_adpcm_status — ADPCM audio status
get_arcade_card_status — Arcade Card status
CPU
get_huc6280_status — full CPU state: registers, MPR, timer, interrupts, I/O, speed
write_huc6280_register — modify a register live
Screenshots
get_screenshot — current rendered frame as PNG
Use screenshots after stepping or continuing to see the visual impact of changes.
Common Debugging Scenarios
Finding an Interrupt Handler
- Set an execution breakpoint at the IRQ vector address (read the Memory Map resource for the vector table)
debug_continue to run until the IRQ fires
get_huc6280_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
Diagnosing Graphics Corruption
debug_pause → get_huc6270_registers — check BAT, sprite attributes, scroll, DMA settings
get_huc6260_status — verify dot clock, color mode
get_screenshot — capture the current visual state
read_memory on VRAM and SAT areas to inspect tile/sprite data
- Set read/write breakpoints (memory_area:
vram or huc6270_reg) on display buffer addresses to catch corruption source
Analyzing a Subroutine
set_breakpoint at the subroutine entry point
debug_continue → when hit, get_huc6280_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
set_trace_log with enabled: true to start recording timer and VDC events
- Let the game run through the section of interest
get_trace_log to see the interleaved CPU + hardware events
- Check VDC interrupt timing via
get_huc6270_status
- Correlate timer fires with code execution in the trace
CD-ROM Game Debugging
load_media with a .cue file to load a CD-ROM image
get_cdrom_status to verify drive state
set_trace_log with cdrom: true and scsi: true to trace CD access patterns
get_adpcm_status to inspect ADPCM audio state
- Set breakpoints on CD-ROM RAM areas to catch data loading
Memory Areas
Use list_memory_areas to get the full list with IDs and sizes. Common areas:
| Area | Description | Typical Size |
|---|
| WRAM | Working RAM | 8KB (32KB for SuperGrafx) |
| ZP | Zero Page (fast variables) | 256 bytes |
| ROM | Game ROM | Varies |
| CARD RAM | HuCard RAM | Varies |
| BRAM | Backup RAM (save data) | 2KB |
| PALETTES | VCE color table | 512 bytes |
| VRAM / VRAM 1 | VDC video RAM | 64KB |
| VRAM 2 | VDC 2 video RAM (SuperGrafx) | 64KB |
| SAT / SAT 1 | Sprite Attribute Table | 512 bytes |
| SAT 2 | SAT for VDC 2 (SuperGrafx) | 512 bytes |
| CDROM RAM | CD-ROM working RAM | Varies |
| ADPCM | ADPCM sample RAM | 64KB |
| ARCADE | Arcade Card RAM | Varies |
| MB128 | Memory Base 128 | 128KB |
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
- Rewind: Use
get_rewind_status + rewind_seek to scrub back through recent execution history without manual save states
- Screenshots: Capture visual state with
get_screenshot after significant changes
Rewind (Time Travel Debugging)
The emulator continuously records snapshots into a ring buffer during gameplay. You can seek to any recorded snapshot to restore full emulator state at that point in time — like time travel debugging.
Workflow
- Check availability:
get_rewind_status — returns snapshot count, capacity, buffered seconds
- Pause:
debug_pause — the emulator must be paused before seeking
- Seek:
rewind_seek with a snapshot number (1 = oldest, snapshot_count = newest)
- Inspect:
get_huc6280_status, get_disassembly, get_screenshot, read_memory, etc.
- Iterate: Seek to different snapshots to narrow down when a bug first appeared
- Resume or continue debugging:
debug_continue to resume from the seeked state
Tools
| Tool | Description |
|---|
get_rewind_status | Snapshot count, capacity, buffered seconds, configuration |
rewind_seek | Jump to snapshot N (1=oldest, count=newest). Non-destructive — can seek repeatedly |
Key Details
- Non-destructive seeking:
rewind_seek loads a snapshot without removing it. You can seek to the same snapshot multiple times, or jump between different snapshots freely.
- Snapshot numbering: Snapshot 1 is the oldest available, snapshot_count is the newest (most recent).
- Buffer size: Configured by the user (default: 10 seconds). When full, oldest snapshots are overwritten.
- Granularity: Snapshots are taken every N frames (configurable). Default is every frame for maximum precision.
Bug Reproduction with Rewind
- Let the game run past the bug occurrence
debug_pause → get_rewind_status to see how far back you can go
- Binary search with
rewind_seek: try the midpoint, check if the bug is visible (get_screenshot), then narrow the range
- Once you find the exact snapshot where the bug appears, inspect CPU/memory state
- Set breakpoints at the relevant code, then
rewind_seek to a snapshot just before the bug and debug_continue