https://github.com/dmang-dev/mcp-bizhawk
MCP server for BizHawk — drive NES/SNES/GB/GBC/GBA/Genesis/N64/PSX/Saturn and more through one Lua bridge
https://github.com/dmang-dev/mcp-bizhawk
Last synced: 4 days ago
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MCP server for BizHawk — drive NES/SNES/GB/GBC/GBA/Genesis/N64/PSX/Saturn and more through one Lua bridge
- Host: GitHub
- URL: https://github.com/dmang-dev/mcp-bizhawk
- Owner: dmang-dev
- License: mit
- Created: 2026-05-15T17:33:56.000Z (30 days ago)
- Default Branch: main
- Last Pushed: 2026-05-16T00:04:52.000Z (29 days ago)
- Last Synced: 2026-05-16T00:11:32.505Z (29 days ago)
- Language: TypeScript
- Size: 57.6 KB
- Stars: 0
- Watchers: 0
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- Changelog: CHANGELOG.md
- License: LICENSE
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README
# mcp-bizhawk
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An [MCP](https://modelcontextprotocol.io) server that exposes [BizHawk](https://github.com/TASEmulators/BizHawk) — the multi-system emulator the TAS community lives in — to any MCP-compatible client (Claude Desktop, Claude Code, etc.).
One bridge, **many systems**: NES, SNES, Game Boy / GBC / GBA, Sega Master System / Genesis / 32X / Saturn, N64, PlayStation 1, Atari 2600/5200/7800, Lynx, ColecoVision, Intellivision, and more — all through the same MCP tools, with per-system memory domains exposed cleanly.
Claude (the agent) drives Samus through the opening of Ceres Station — all input batched through bizhawk_play_input_sequence, all motion verified by reading WRAM addresses found via live RAM-hunt. Recording is 2× speed; the actual playback runs at native 60fps emulation. See docs/RECIPES.md and docs/SUPER-METROID-ADDRESSES.md for the workflow.
## How it works
```
+------------------+ stdio +------------------+ TCP :8766 +------------------+
| MCP client | JSON-RPC | mcp-bizhawk | newline JSON | BizHawk |
| (Claude / etc.) | ===========> | (Node.js) | <============ | bridge.lua |
+------------------+ +------------------+ +------------------+
```
The transport is **inverted** compared to most other emulator-MCP bridges: BizHawk's Lua doesn't have native server sockets, only an outbound `comm.socketServer*` client. So `mcp-bizhawk` runs the TCP **listener**, and BizHawk's Lua bridge dials in once per frame to ferry commands and replies.
Two pieces:
- **`lua/bridge.lua`** — runs *inside* BizHawk's Lua Console, polls our TCP server once per frame
- **`dist/index.js`** — the Node.js MCP server, listens on `127.0.0.1:8766` by default, exposes tools over stdio
Trade-off: this design adds **~one frame of latency** per call (≈16ms at 60Hz). Fine for interactive memory hunting, save-state experimentation, and frame-by-frame inspection. Less ideal for high-rate-of-fire scripting.
## Requirements
- [BizHawk](https://github.com/TASEmulators/BizHawk/releases) **2.6.2 or newer** (earlier builds use an older socket-server wire format)
- **Node.js 18+** (for the MCP server)
Tested on BizHawk 2.11.1 across SNES (Super Metroid). Should work on any system BizHawk supports.
## Install
### Option A — install from npm (recommended)
```bash
npm install -g mcp-bizhawk
```
### Option B — `npx` (no install)
```bash
npx -y mcp-bizhawk
```
### Option C — clone and develop
```bash
git clone https://github.com/dmang-dev/mcp-bizhawk
cd mcp-bizhawk
npm install # also runs the build via the `prepare` hook
```
## Set up the BizHawk bridge
There are two pieces to configure: telling BizHawk where to connect, and loading the bridge script.
### 1. Point BizHawk at the MCP server
Easiest: launch BizHawk with the socket flags directly.
```bash
EmuHawk.exe --socket_ip=127.0.0.1 --socket_port=8766
```
(Adjust port if you're overriding `BIZHAWK_PORT`.)
Alternative: configure persistently via **Settings → Customize → External Tools** in BizHawk's UI.
### 2. Load the bridge script
In BizHawk: **Tools → Lua Console → Open Script** → select `lua/bridge.lua` from this repo.
You should see in the Lua Console:
```
[mcp-bizhawk] bridge starting
[mcp-bizhawk] socket server target: 127.0.0.1:8766
[mcp-bizhawk] socket receive timeout set to 50ms
[mcp-bizhawk] frame loop active — bridge is polling once per frame
```
And in the `mcp-bizhawk` process's stderr:
```
[mcp-bizhawk] BizHawk client connected (waiting for bridge.lua to start polling)
[mcp-bizhawk] bridge.lua is polling — bridge ready
```
## Register with your MCP client
### Claude Code (CLI)
```bash
claude mcp add bizhawk --scope user mcp-bizhawk
```
Verify:
```bash
claude mcp list
# bizhawk: mcp-bizhawk - ✓ Connected
```
### Claude Desktop
Edit `claude_desktop_config.json`:
| Platform | Path |
|---|---|
| macOS | `~/Library/Application Support/Claude/claude_desktop_config.json` |
| Windows | `%APPDATA%\Claude\claude_desktop_config.json` |
| Linux | `~/.config/Claude/claude_desktop_config.json` |
```json
{
"mcpServers": {
"bizhawk": {
"command": "mcp-bizhawk"
}
}
}
```
Restart Claude Desktop after editing.
### Other MCP clients
The server speaks standard MCP over stdio. Run `mcp-bizhawk` and connect any MCP client to its stdio.
## Configuration
| Env var | Default | Purpose |
|----------------|---------------|--------------------------------------|
| `BIZHAWK_HOST` | `127.0.0.1` | TCP host to listen on for BizHawk |
| `BIZHAWK_PORT` | `8766` | TCP port to listen on for BizHawk |
## Tools
| Tool | Description |
|------|-------------|
| `bizhawk_ping` | Verify bridge connectivity (returns `pong`) |
| `bizhawk_get_info` | ROM name, ROM hash, framecount, memory domains, capabilities |
| `bizhawk_list_memory_domains` | List available memory domains for the loaded core |
| `bizhawk_read8` / `bizhawk_read16` / `bizhawk_read32` | Read u8 / u16-LE / u32-LE from memory |
| `bizhawk_write8` / `bizhawk_write16` / `bizhawk_write32` | Write to memory |
| `bizhawk_read_range` | Read up to 4096 bytes as a byte array |
| `bizhawk_write_range` | Write up to 4096 bytes from a byte array |
| `bizhawk_press_buttons` | Set joypad state for one player; keys are button names, values booleans |
| `bizhawk_frame_advance` | Step the emulator by N frames |
| `bizhawk_pause` / `bizhawk_unpause` | Pause / resume emulation |
| `bizhawk_reset` | Reset the loaded core |
| `bizhawk_screenshot` | Save a PNG of the current display to a path |
| `bizhawk_save_state` / `bizhawk_load_state` | Save / load emulator state to a file path |
All memory r/w tools take an optional `domain` parameter — if omitted, the active "current" memory domain is used. Use `bizhawk_list_memory_domains` to discover the names available on the loaded core.
See [`docs/RECIPES.md`](docs/RECIPES.md) for end-to-end examples (RAM hunting on SNES/NES/N64, frame-precise input, snapshot-experiment-restore, cross-system regression testing) and [`CHANGELOG.md`](CHANGELOG.md) for release history.
### Memory domains by system (cheat sheet)
Names come straight from BizHawk's core implementation. Use `bizhawk_list_memory_domains` to see the exact set for the loaded ROM.
| System | Main RAM domain | Other common domains |
|---------|-----------------|-----------------------------------|
| NES | `RAM` | `PPU`, `OAM`, `PRG ROM`, `CHR` |
| SNES | `WRAM` | `VRAM`, `CARTROM`, `CARTRAM` |
| GB/GBC | `WRAM` | `VRAM`, `HRAM`, `OAM`, `ROM` |
| GBA | `EWRAM`, `IWRAM`| `VRAM`, `PALRAM`, `OAM`, `ROM` |
| Genesis | `68K RAM` | `VRAM`, `Z80 RAM`, `CARTRAM` |
| N64 | `RDRAM` | `SP DMEM`, `SP IMEM`, `PI Reg` |
| PSX | `MainRAM` | `VRAM`, `Scratchpad`, `BIOS` |
### Buttons by system
BizHawk's `joypad.set` takes a `{ButtonName=true, ...}` table where button names depend on the core. Common ones:
| System | Names |
|---------|---------------------------------------------------------------------|
| NES | `A`, `B`, `Up`, `Down`, `Left`, `Right`, `Start`, `Select` |
| SNES | `A`, `B`, `X`, `Y`, `L`, `R`, `Up`, `Down`, `Left`, `Right`, `Start`, `Select` |
| GB/GBC | `A`, `B`, `Up`, `Down`, `Left`, `Right`, `Start`, `Select` |
| GBA | `A`, `B`, `L`, `R`, `Up`, `Down`, `Left`, `Right`, `Start`, `Select` |
| N64 | `A`, `B`, `Z`, `L`, `R`, `Start`, `Up`, `Down`, `Left`, `Right`, `C-Up`, `C-Down`, `C-Left`, `C-Right` |
| Genesis | `A`, `B`, `C`, `X`, `Y`, `Z`, `Up`, `Down`, `Left`, `Right`, `Start`, `Mode` |
If you're unsure, run a probe: `bizhawk_press_buttons {"A": true}` and watch the active core's input display in BizHawk.
## Troubleshooting
| Symptom | Cause / Fix |
|---|---|
| MCP tool calls hang for 10 seconds, then time out with "is the bridge.lua script still polling?" | bridge.lua isn't loaded. In BizHawk: **Tools → Lua Console → Open Script → bridge.lua**. Check the console for `frame loop active`. |
| BizHawk connects to the server but tool calls still time out | You're on BizHawk older than 2.6.2 — the socket wire format changed then. Upgrade BizHawk. |
| `[mcp-bizhawk] FATAL: comm.socketServer* not available` in the Lua Console | BizHawk wasn't launched with `--socket_ip` / `--socket_port` flags, and no socket server is configured in **Settings → Customize → External Tools**. |
| Tools missing in Claude after install | Restart your MCP client; Claude only enumerates servers on startup. |
| Memory reads return zeros for the first few seconds after boot | The emulator hasn't initialized RAM yet. Either advance some frames (`bizhawk_frame_advance`) or check `bizhawk_get_info` to confirm framecount > 0 before relying on game state. |
| `unknown memory domain: ` | The domain name didn't match anything for the loaded core. Call `bizhawk_list_memory_domains` to see the actual list — names are case-sensitive. |
| `client.screenshot not available` or `savestate.* not available` | Some BizHawk cores expose a slightly different surface. Check `bizhawk_get_info` — the `capabilities` map shows which optional functions are present on your current build/core combo. |
## Development
```bash
npm install
npm run dev # tsc --watch — autobuilds on src/ changes
```
End-to-end smoke test (launches BizHawk, loads ROM + bridge, runs ping/get_info/list_memory_domains/read_range):
```bash
node .scratch/test-all.cjs "I:\path\to\your\rom.smc"
```
Set `DEBUG=1` to dump every RX/TX line.
## License
[MIT](LICENSE)