| 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. 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"} |
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. 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 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 |
| 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