romdev MCPサーバー
コミット 2026年11月11日AIエージェントが19種類のプラットフォームにわたるレトロゲームのビルド、実行、デバッグ、リバースエンジニアリング、および再コンパイルを行うことができます。
別名 monteslu/romdev, romdevtools
- スター
- 32
- ツール
- —
- ダウンロード数(30日間)
- —
- 最新バージョン
- —
- 最終コミット
- 2026年11月11日
- ライセンス
- —
romdev MCPとは
romdevはMCPサーバーです。 AIエージェントが19種類のプラットフォームにわたるレトロゲームのビルド、実行、デバッグ、リバースエンジニアリング、および再コンパイルを行うことができます。.
プロジェクトのREADMEから生成された概要
romdev MCP server について
romdevを使用すると、開発者やコーディングエージェントは19種類の異なるプラットフォームにわたるレトロゲームのビルド、実行、デバッグ、およびリバースエンジニアリングを行うことができます。このツールサーバーは、Atari 2600からDreamcast、さらにはPICO-8やwasmcart、jsgameなどのWebAssemblyランタイムまで幅広くサポートしています。すべてのコンパイラ、エミュレータコア、および解析エンジンがnpm経由でWebAssemblyとして提供されるため、Node 24以降以外の外部依存関係や複雑なインストールは必要ありません。
このサーバーはMCPまたはHTTPを介して38個のツールを公開しており、cc65、SGDK、libtoncなどのツールチェーンを用いたプラットフォームごとのビルドなどのタスクを可能にします。また、libretroコアを通じて深いインスペクション機能を提供し、メモリの読み取り、スプライトの検査、CPU状態の管理が可能です。高度な機能には、ROMのwasmcartへの静的再コンパイル、N64およびPlayStationの対応するデコンパイル、WebAssembly版のRizinやGhidraを使用した高度なリバースエンジニアリングが含まれます。さらに、playtest()を介してSDLウィンドウを開き、実行中のゲームを手動で操作することもできます。
できること
- 1レトロゲーム開発の自動化AIエージェントが動作するサンプルをフォークし、単一のコマンドで新しいゲームのビルド、ロード、スクリーンショット撮影を行うことができます。
- 2リバースエンジニアリングとコード解析開発者はGhidraやRizinを使用して、さまざまなコンソール向けの関数検出やC言語の擬似コード生成を行うことができます。
- 3ROMからWebAssemblyへの再コンパイルクラシックなNESやSNESのROMを、現代の環境で実行可能なwasmcart形式に変換できます。
- 4アセットの作成と変換サーバーを使用して、PNG画像をレトロハードウェア専用のタイルマップやパレットに変換できます。
プロジェクトの README から作成されています。すべてのユースケースは、その引用と照らし合わせて確認されています。
romdev MCPのインストール方法
フォーマット検証日 2026年11月10日Claude Codeにromdev MCPをインストール
$ claude mcp add romdev -- npx -y romdevtoolsCursorにromdev MCPをインストール
~/.cursor/mcp.json
{
"mcpServers": {
"romdev": {
"command": "npx",
"args": [
"-y",
"romdevtools"
]
}
}
}VS Codeにromdev MCPをインストール
.vscode/mcp.json
{
"servers": {
"romdev": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"romdevtools"
]
}
}
}Claude Desktopにromdev MCPをインストール
claude_desktop_config.json
{
"mcpServers": {
"romdev": {
"command": "npx",
"args": [
"-y",
"romdevtools"
]
}
}
}Codexにromdev MCPをインストール
~/.codex/config.toml
[mcp_servers.romdev] command = "npx" args = ["-y", "romdevtools"]
Gemini CLIにromdev MCPをインストール
~/.gemini/settings.json
{
"mcpServers": {
"romdev": {
"command": "npx",
"args": [
"-y",
"romdevtools"
]
}
}
}自動チェック
実行日 2026年11月14日詳細レポート →まだ検証されていません。サーバーには80点のスコア、重大な問題がないこと、および検証に必要な十分なデータが必要です。 チェックの仕組み
- ソースリポジトリがリンクされており、アクセス可能monteslu/romdev is public and reachablegithub.com/monteslu/romdev ↗合格
- パッケージがこのリポジトリをソースとして示しているromdevtools names monteslu/romdev as sourcenpmjs.com/package/romdevtools ↗合格
- ビルドの来歴(Sigstore 証明)No build attestation published for this release未チェック
- オープンソースライセンス (OSI)No license検出事項
- 過去1年以内にコミットまたはリリースありLast commit or release 2026-11-11github.com/monteslu/romdev ↗合格
- OpenSSF Scorecard未チェック
- パッケージ名が有名なパッケージに酷似していないNo popular package one edit away from romdevtools合格
- パッケージと依存関係に重大なアドバイザリがない未チェック
- モデルへの隠れた指示がない0 tool descriptions and the README read; no override phrases, credential paths or hidden characters合格
- 破壊的なツールがラベル付けされている未チェック
- リモート endpoint が MCP ハンドシェイクに応答する未チェック
README
GitHubで見るromdev
romdev is a tool server that lets a coding agent (or you) build, run, debug, reverse-engineer and recompile retro console games. It covers 19 consoles and computers from the Atari 2600 to the Dreamcast, plus PICO-8 and two native WebAssembly game runtimes. Every compiler, emulator core and analysis engine ships as WebAssembly through npm, so there is nothing else to install.
npx romdevtools
That starts the server on http://127.0.0.1:7331. It works the same on Linux, Windows and macOS (Node 24 or newer). The output is a standard ROM (.nes, .gb, .md, .sfc, .gba, ...) that runs in other emulators, on flash carts and on real hardware.
What it does
romdev exposes 38 tools over MCP and plain HTTP. Each tool is a verb with an operation axis, such as memory({op:'search'}) or disasm({target:'cfg'}).
- Building. Per-platform toolchains (cc65, SDCC, RGBDS, asar, gcc and binutils for m68k/ARM/MIPS/SH, SGDK, PVSnesLib, libtonc and more) compiled to WebAssembly. Fork a working example game with
examples({op:'fork'}), thenbuild({output:'run'})builds, loads, runs and screenshots it in one call. Output ROMs get the checksums and headers real hardware needs. - Assets.
encodeArtturns PNGs into tiles, tilemaps and palettes;importArtreads Aseprite/LibreSprite, Tiled, GIF and TexturePacker files;sprites({op:'capture'})lifts a multi-sprite character from a running game;encodeAudioproduces SNES BRR, Genesis XGM2, GBA maxmod soundbanks, NES FamiTone2 data and note tables for the other sound chips. - Running and inspecting. libretro emulator cores as WebAssembly: step frames, take screenshots, drive input, read and write memory, inspect sprites, palettes, tilemaps, CPU and sound-chip state, save and restore states.
frame({op:'verify'})reports whether a game is rendering without needing to look at the picture. - Reverse engineering. Value search, write/read/execution breakpoints, single-stepping, coverage traces, byte-exact rebuildable disassembly (
disasm({target:'project'})andbuild({output:'reassemble'})), a bundled cheat database as a labeled RAM map, ROM patching with re-injection of compressed assets, custom-font text tools, and a romhacking playbook. - Analysis and decompilation. Rizin and Ghidra compiled to WebAssembly: function detection, control-flow graphs, cross-references, reachable-block sets and C pseudocode on 18 platforms, including the MIPS and SH-4 3D consoles.
breakpoint({on:'jumptable'})resolves computed-jump dispatchers by running the game. - Static recompilation.
disasm({target:'recompile', emit:'wasmcart'})recompiles a whole NES, SNES (including its coprocessor carts), Game Boy, Game Boy Color, GBA, Master System, Game Gear or Genesis ROM into a wasmcart.frame({op:'verifyRecompile'})checks the result against the reference emulator core frame by frame (pixels, memory, audio, must-fail controls);findDiverge,fuzzRecompileandtraceInstructionslocate differences down to the instruction. A Genesis ROM can also be built as a native cart for the sync32 console. - Matching decompilation.
decomp({op})drives a splat-based N64 or PlayStation decomp project: generate candidate C with m2c, compile it with the project's original compiler, compare per instruction, search with the permuter, and integrate with a full-ROM byte check. Everything runs as JavaScript and WebAssembly in process; no Python, make or host compiler. IDO, SGI's compiler, is proprietary and not distributed; build it once withpackages/romdevtools/scripts/build-ido.shfrom this repository or pointROMDEV_IDO_DIRat your own build. KMC gcc 2.7.2, EGCS 1.1.2, PS1 gcc 2.6.3 and mips-linux-gnu gcc 14 ship as WebAssembly. - Native runtimes. wasmcart (
.wasc, WebAssembly games written in any language, with GL and WebGPU rendering) and jsgame (JavaScript canvas and WebGL games) run through the same load, step, screenshot and input loop, with cart introspection throughwasm({op}). - Measuring.
frame({op:'timing'})reports per-frame wall, CPU and GPU time over a span of frames in one call (WebGPU timestamp queries, GL timer queries, the cart's own pass timers, A/B variants, and the contention and the GPU that did the work).frame({op:'flash'})checks a range of frames for photosensitive flashing with a strobe control that must fail;frame({op:'record'})captures the range to one file. - Active Bezels.
.abcompanion packages that read a game's memory every frame and draw a composite scene (maps, HUDs). romdev returns the composite and the raw core frame for the same frame so a bezel can be checked against the game. - A human in the loop.
playtest()opens an SDL window with gamepad support on the running game while the agent keeps working;host({op:'play'})shows a session on the/livestreampage.
your agent <--MCP / HTTP--> romdev server <-> WASM libretro core <-> your game
|
+-> WASM toolchains, Rizin/Ghidra, recompiler
The tools work just as well called by hand or from scripts.
Supported systems
Build is writing a new game; Hack is modifying an existing one. Ratings describe how much friction to expect with romdev's current examples and libraries, not the hardware in the abstract. A dash means there is no romhack tooling beyond code analysis for that system yet.
| System | Year | Languages (toolkit) | Build | Hack | Notes |
|---|---|---|---|---|---|
| Atari 2600 | 1977 | 6502 asm (dasm) | Hardest | Hard | No framebuffer, 128 bytes of RAM, every scanline cycle-counted. |
| Commodore 64 | 1982 | C / 6502 asm (cc65) | Easy | - | Forgiving hardware and decades of documentation. Boots on the MEGA65 Open ROMs. |
| MSX / MSX2 | 1983 | C / Z80 asm (SDCC) | Easy | - | Z80 with the TMS9918/V9938 VDP family. Runs on the open C-BIOS. |
| NES / Famicom | 1983 | C / 6502 asm (cc65) | Hard | Medium | The PPU is unforgiving (OAM/NMI timing, CHR-RAM). Many games store data plainly; the disassembler is mapper-aware. |
| Master System | 1985 | C / Z80 asm (SDCC) | Easy | Medium | Simple Z80 and VDP; near twin of the Game Gear. |
| Atari 7800 | 1986 | C / 6502 asm (cc65) | Hard | Hard | MARIA display-list graphics with sparse documentation. |
| PC Engine / TurboGrafx-16 | 1987 | C / HuC6280 asm (cc65) | Medium | - | romdev ships a direct-register helper library; HuCards need no BIOS. |
| Genesis / Mega Drive | 1988 | C (SGDK) / 68000 asm (Motorola syntax, GNU as) | Medium | Easy | Flat 68000 addressing and no bank switching make it the easiest to hack. |
| Game Boy | 1989 | C / SM83 asm (SDCC, RGBDS) | Easy | Easy | The recommended starting point. |
| Atari Lynx | 1989 | C / 6502 asm (cc65) | Medium | - | Suzy/Mikey sprite engine with few references. |
| Game Gear | 1990 | C / Z80 asm (SDCC) | Easy | Medium | Master System VDP with a smaller window and 12-bit colour. |
| Super Nintendo | 1990 | C (PVSnesLib) / 65816 asm (asar) | Medium | Medium | PVSnesLib has "renders nothing" traps; the mental model lists them. |
| Game Boy Color | 1998 | C / SM83 asm (SDCC, RGBDS) | Easy | Easy | The Game Boy toolchain plus CGB colour. |
| Game Boy Advance | 2001 | C (libtonc, libgba) | Medium | - | 32-bit ARM with a large hardware surface. |
| GameTank | 2024 | C / 6502 asm (cc65) | Medium | - | An open-hardware W65C02S console: a 128x128 framebuffer drawn by a blitter, and a second 65C02 for audio. |
| sync32 | 2026 | C (arm-none-eabi, Cortex-M33) | Easy | - | An open RP2350-based console: a flat framebuffer and a function-pointer ABI, no PPU, tilemap or banking. |
| Nintendo 64 | 1996 | C (mips-elf-gcc, libdragon) | Hard | - | Rendered on the GPU through parallel-n64's glide64. |
| PlayStation | 1994 | C (mips-elf-gcc, PSn00bSDK) | Hard | - | Rendered on the GPU through Beetle PSX HW; boots OpenBIOS, no Sony firmware. |
| Dreamcast | 1998 | C (sh-elf-gcc) | Hard | - | Rendered on the GPU through Flycast with its reios HLE BIOS; bare-metal C. |
| PICO-8 | 2015 | Lua (FAKE-08) | Easiest | Easy | Carts are Lua source, so building is packaging and hacking is editing. |
| wasmcart | 2026 | Any language that targets WebAssembly | Easy | - | You bring the compiler; romdev runs, inspects and packs the cart. Carts need wasmcart ABI v4. |
| jsgame | 2024 | JavaScript (canvas, WebGL2) | Easy | - | JavaScript games run like carts, with V8 introspection. |
The Rizin/Ghidra analysis engine works on all 19 systems except sync32, whatever the Hack rating; the rating is about editing data, not analysing code. Decompiler output is most readable on ARM (GBA) and 68000 (Genesis), good on Z80 and the MIPS/SH-4 consoles, and rough on the 6502 family. Byte-exact rebuildable disassembly covers the 15 classic 2D systems.
To ship something quickly, start with Game Boy, Game Boy Color, Master System, Game Gear, C64 or PICO-8. To modify an existing game, Genesis and Game Boy are the gentlest.
Examples, sound and docs per platform
Every classic platform ships starter projects, a sound API, a music demo on that platform's usual engine, and five genre examples (shmup, platformer, puzzle, sports, racing); the Atari 2600 has four (no puzzle). GameTank, sync32, PICO-8, N64, PlayStation and Dreamcast ship genre examples too. Fork one with examples({op:'fork', example:'nes/platformer', name, path}). The platformer side-scrolls with a hardware camera on every platform except NES and the Atari 2600. Each platform has a mental model and troubleshooting guide readable in session with platform({op:'doc', platform, name}).
| Platform | Core | Compiler / SDK | Music engine |
|---|---|---|---|
| NES | fceumm | cc65 | FamiTone2 |
| Game Boy / Color | gambatte | SDCC, RGBDS | hUGEDriver |
| SNES | snes9x (bsnes as an alternate) | PVSnesLib, asar | SPC700 driver |
| Genesis | genesis_plus_gx | SGDK (m68k gcc), 68000 asm (m68k GNU as) | XGM2 |
| Master System / Game Gear | genesis_plus_gx | SDCC | PSG tracker |
| C64 | VICE x64 | cc65 | SID sequencer |
| GBA | mGBA | libtonc, libgba (arm gcc) | maxmod |
| Atari Lynx | handy | cc65 | Lynx audio |
| Atari 2600 | stella2014 | dasm | 2-voice TIA |
| Atari 7800 | prosystem | cc65 | 2-voice TIA tracker |
| PC Engine | geargrafx | cc65 | HuC6280 PSG |
| MSX / MSX2 | blueMSX | SDCC | AY-3-8910 PSG |
| GameTank | GameTank core | cc65 | ACP audio coprocessor |
| sync32 | s32core | arm-none-eabi gcc | game-side software synth |
| Nintendo 64 | parallel-n64 (glide64, GPU) | mips gcc | - |
| PlayStation | Beetle PSX HW (GPU) | mips gcc, PSn00bSDK | - |
| Dreamcast | Flycast (GPU) | sh gcc | - |
| PICO-8 | FAKE-08 | Lua | built in |
| wasmcart | wasmcart host (no emulator) | your own | 48 kHz PCM ring |
| jsgame | rungame (no emulator) | your own | WebAudio |
The 3D consoles render on the GPU through native-gles (headless OpenGL ES, no browser).
Packages
The package you install is romdevtools. It depends on romdev-* packages that carry the WebAssembly binaries, so each one can be versioned and reused separately. A platform's binaries load the first time you use that platform.
| Package group | Packages |
|---|---|
| Server | romdevtools: the tool server (MCP, HTTP, Agent Skill), examples, libraries, docs. Bins: romdevtools, romdevtools-cli, romdev-mcp (alias). |
| Emulator cores (15) | romdev-core-fceumm, -gambatte, -gpgx, -vice, -handy, -prosystem, -geargrafx, -bluemsx, -gametank, -bsnes, -fake08, -s32core, -parallel-n64, -beetle-psx-hw, -flycast |
| Core runtime (2) | romdev-core-host (the libretro host, usable without the server) and romdev-core-runner (an SDL window over it) |
| Platform bundles (4) | romdev-platform-snes, -gba, -atari2600, -sync32: a core and compiler used by no other platform |
| Toolchains (7) | romdev-toolchain-cc65, -sdcc, -rgbds, -m68k-gcc, -mips-gcc (also armips and mips-linux-gnu binutils), -sh-gcc, -decomp-gcc (KMC, EGCS and PS1 gcc for decomp projects) |
| Analysis (2) | romdev-analysis (Rizin), romdev-analysis-decompiler (Ghidra decompiler and SLEIGH specs) |
| Decomp tools (6) | romdev-splat, romdev-spimdisasm, romdev-rabbitizer, romdev-m2c, romdev-permuter, romdev-pycparser: JavaScript and WebAssembly ports of the community decomp tools |
| Audio (4) | romdev-famitone, romdev-maxmod, romdev-xgm2, romdev-audio-resampler |
| Data (1) | romdev_game_codes: the cheat database used as a labeled RAM and code map, loaded one platform at a time |
romdev-toolchain-ido is private and never published; see "Matching decompilation" above.
The WebAssembly binaries are build outputs shipped through npm; this repository holds the sources, build scripts, patches and version pins. packages/romdevtools/scripts/BUILD_MAP.md maps each binary to the script that builds it.
Connect
npx romdevtools # MCP on http://127.0.0.1:7331/mcp
The first run downloads the packages; later runs start from the npm cache. PORT and HOST change the bind address; ROMDEV_GPU=<PCI address> keeps all GPU work on one GPU on a machine with two. Each session's emulator runs in its own process (ROMDEV_HOST_WORKERS=0 turns that off). http://127.0.0.1:7331/livestream shows tool calls and running sessions live for a human watching.
Claude Code
claude mcp add --transport http romdev http://127.0.0.1:7331/mcp
opencode
{
"$schema": "https://opencode.ai/config.json",
"mcp": {
"romdev": {
"type": "remote",
"url": "http://127.0.0.1:7331/mcp",
"enabled": true
}
}
}
Codex CLI
codex mcp add romdev --url http://127.0.0.1:7331/mcp
or in ~/.codex/config.toml:
[mcp_servers.romdev]
url = "http://127.0.0.1:7331/mcp"
Other MCP clients and plain HTTP
Any streamable-HTTP MCP client can use http://127.0.0.1:7331/mcp. Both the session-based protocol (an initialize handshake and Mcp-Session-Id) and the stateless 2026-07-28 revision are served on that endpoint; on the stateless revision, pass one stable session argument on every call so your calls reach the same emulator.
Without MCP, every tool is an HTTP route: POST /tool/{name} with a JSON body and an x-romdev-session header. GET /openapi.json describes them, GET /documentation is a browsable console, and GET /skills/romdev/SKILL.md is an Agent Skill generated from the running server.
Then describe what you want:
> Make me a tiny NES game where a sprite moves around the screen.
[agent: examples({op:"fork", example:"nes/platformer", name:"mygame", path:"/path/to/mygame"})]
[agent: build({output:"run", platform:"nes", path:"/path/to/mygame"}) -> builds, loads, runs, screenshots]
[agent looks at the result and iterates]
romdevtools-cli play game.gba also works as a plain emulator: an SDL window with hot-plugged controllers and live fps in the title bar.
Development
An npm-workspaces monorepo (Node 24 or newer):
git clone https://github.com/monteslu/romdev.git
cd romdev
npm install
npm test
The WebAssembly binaries are built from pinned upstream sources in a reproducible Emscripten container; see BUILD_MAP.md. You only rebuild them when bumping an upstream or adding a platform. docs/decomp-throughput.md describes the measured decompilation workflow, bounded permuter search and Z80 IR export.
License
romdev's own code is MIT (LICENSE). The third-party components it bundles keep their own licences, listed in NOTICE.
Games you build with romdev are yours, including to sell; the bundled runtime libraries they link are permissively licensed (see NOTICE).
Recompiled carts are different: a cart made by the static recompiler contains code ported from the reference emulator (GPL, MPL or non-commercial terms depending on the platform) as well as the original game's code. Each recompiled cart carries a licence entry naming those components, and NOTICE explains the terms.
romdev MCPのよくある質問
romdev MCPをClaude Codeに追加するには
ターミナルでclaude mcp add romdev -- npx -y romdevtoolsを実行します。すべてのプロジェクトで利用するには--scope userを追加します。
romdev MCPをCursorに追加するには
~/.cursor/mcp.jsonを開き、上記のインストールセクションに示すCursor設定を使ってmcpServersの下にサーバーを追加します。
romdevがサポートしているプラットフォームは何ですか?
Atari 2600からDreamcastまで、19種類のコンソールおよびコンピュータに加え、PICO-8やWebAssemblyランタイムをカバーしています。
外部のコンパイラやエミュレータをインストールする必要がありますか?
いいえ、すべてのコンパイラ、エミュレータコア、および解析エンジンはnpmを通じてWebAssemblyとして提供されるため、追加のインストールは不要です。
エージェントの作業中にゲームの動作を確認できますか?
はい、playtest()ツールを使用してゲームパッド対応のSDLウィンドウを開くか、host()ツールを使用してセッションをライブストリームできます。