# dmang-dev/mcp-dolphin [Health: Active]

**Category:** 🎮 Gaming  
**Repository:** https://github.com/dmang-dev/mcp-dolphin  
**GitHub Stars:** 5  
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**Directory Page:** https://allmcps.com/mcp/dmang-dev-mcp-dolphin

## Description
Drive the Dolphin GameCube/Wii emulator from any MCP client: read/write PowerPC memory (MEM1/MEM2), GameCube + Wii Remote input (buttons, IR pointer, accelerometer, MotionPlus), reset, save/load state, and frame advance. Python bridge inside Felk's scripting fork + Node MCP server.

## Tools
Capabilities this server exposes over MCP:

- **dolphin_ping** — PURPOSE: Verify the Dolphin Python bridge is reachable and responding. USAGE: Call once at session start before other tool calls. Issues the bridge's `bridge.ping` method — doubles as a liveness probe and bridge-version sniff. BEHAVIOR: No side effects. mcp-dolphin connects to the bridge on demand (TCP 127.0.0.1:55355 by default). The bridge must be loaded inside Dolphin via Scripting → Add New Script → mcp_bridge.py. 10-second timeout if the bridge isn't running, Dolphin isn't running, or the port is wrong. RETURNS: Single line 'OK — bridge vBRIDGE_VERSION (DOLPHIN_LABEL)'.
- **dolphin_get_info** — PURPOSE: Report what the bridge knows about its environment (bridge version, Dolphin label). v0.1.0 doesn't query game metadata — Felk's API doesn't expose disc ID / title directly, those have to be read from OS_GLOBALS at 0x80000020 yourself via dolphin_read_range. USAGE: Diagnostic. For game state, use dolphin_read_range(0x80000000, 32) and decode: bytes 0-3 are the disc ID (4-char ASCII), 4-5 are maker code, 6 is disc number, 7 is disc version. BEHAVIOR: No side effects. Same underlying call as dolphin_ping but presents fields explicitly. RETURNS: Multi-line text — Bridge version, Dolphin label.
- **dolphin_read8** — PURPOSE: Read an unsigned 8-bit byte from PowerPC memory at the given absolute address. USAGE: Use for single-byte fields — flags, counters, small enums. For 16/32/64-bit values use dolphin_read16/read32/read64. For spans of more than ~4 bytes use dolphin_read_range. PowerPC is big-endian — so for multi-byte values you almost always want the dedicated width tool, not this one. BEHAVIOR: No side effects — pure read. No alignment requirement. Returns an error on unmapped address, bridge disconnect, or bridge FAIL.

GameCube + Wii main address space landmarks (PowerPC, big-endian):
  0x80000000-0x817FFFFF  MEM1 main RAM (24 MiB) — GameCube + Wii game code & data
                          GameCube games stay entirely within MEM1.
                          Wii games use MEM1 for code and frequently-accessed data.
  0x80000020             OS_GLOBALS — game-info struct (disc ID, FST, etc.)
  0x80000034             OS_ARENA_LO (start of free MEM1 heap)
  0x80003100             OS_REPORT (developer-console mirror, varies by SDK)
  0x90000000-0x93FFFFFF  MEM2 (64 MiB) — Wii ONLY. Larger texture/asset data,
                          IOS work areas. Reading MEM2 on a GameCube game
                          returns garbage / FAIL.
  0xCC000000-0xCC00FFFF  Hollywood I/O (Wii) / Flipper I/O (GameCube) — DMA,
                          GPU FIFO, AI, EXI registers. Reads are usually safe,
                          writes can wedge the emulator. Avoid.
  0xCD000000-0xCD007FFF  Wii-only Hollywood registers.

Notes:
  • All multi-byte values are BIG-ENDIAN on the real hardware. Felk's
    memory.read_u*/write_u* helpers handle the byte swap for you —
    the value you see is the value the game sees as a u32.
  • Addresses are 32-bit; Felk truncates the high bits of any u64
    address argument.
  • Pointers in MEM1 are often stored as 4-byte addresses with the
    high bit set (e.g. 0x81234567). Dereferencing them requires no
    masking — pass the raw value back into memory.read_*.

RETURNS: Single line 'ADDR_HEX: VAL_DEC (0xVAL_HEX)', e.g. '0x80003000: 99 (0x63)'.
- **dolphin_read16** — PURPOSE: Read an unsigned 16-bit big-endian value from PowerPC memory at the given absolute address. USAGE: For 16-bit fields — HP, score, coordinates on many GC/Wii titles. For single bytes use dolphin_read8; for 32/64-bit use dolphin_read32/read64. Value is interpreted big-endian (PowerPC native); the byte at `address` is the high byte. BEHAVIOR: No side effects — pure read. Address MUST be 2-byte aligned. Returns an error on unmapped address, bridge disconnect, or FAIL.

GameCube + Wii main address space landmarks (PowerPC, big-endian):
  0x80000000-0x817FFFFF  MEM1 main RAM (24 MiB) — GameCube + Wii game code & data
                          GameCube games stay entirely within MEM1.
                          Wii games use MEM1 for code and frequently-accessed data.
  0x80000020             OS_GLOBALS — game-info struct (disc ID, FST, etc.)
  0x80000034             OS_ARENA_LO (start of free MEM1 heap)
  0x80003100             OS_REPORT (developer-console mirror, varies by SDK)
  0x90000000-0x93FFFFFF  MEM2 (64 MiB) — Wii ONLY. Larger texture/asset data,
                          IOS work areas. Reading MEM2 on a GameCube game
                          returns garbage / FAIL.
  0xCC000000-0xCC00FFFF  Hollywood I/O (Wii) / Flipper I/O (GameCube) — DMA,
                          GPU FIFO, AI, EXI registers. Reads are usually safe,
                          writes can wedge the emulator. Avoid.
  0xCD000000-0xCD007FFF  Wii-only Hollywood registers.

Notes:
  • All multi-byte values are BIG-ENDIAN on the real hardware. Felk's
    memory.read_u*/write_u* helpers handle the byte swap for you —
    the value you see is the value the game sees as a u32.
  • Addresses are 32-bit; Felk truncates the high bits of any u64
    address argument.
  • Pointers in MEM1 are often stored as 4-byte addresses with the
    high bit set (e.g. 0x81234567). Dereferencing them requires no
    masking — pass the raw value back into memory.read_*.

RETURNS: Single line 'ADDR_HEX: VAL_DEC (0xVAL_HEX)'.
- **dolphin_read32** — PURPOSE: Read an unsigned 32-bit big-endian value from PowerPC memory at the given absolute address. USAGE: The workhorse — most game state and pointers are 32-bit. Use for timestamps, large counters, RGBA colors, full pointers (PowerPC is a 32-bit ISA so pointers fit here). For 8/16/64-bit values use the corresponding sibling. BEHAVIOR: No side effects — pure read. Address MUST be 4-byte aligned. Returns an error on unmapped address, bridge disconnect, or FAIL.

GameCube + Wii main address space landmarks (PowerPC, big-endian):
  0x80000000-0x817FFFFF  MEM1 main RAM (24 MiB) — GameCube + Wii game code & data
                          GameCube games stay entirely within MEM1.
                          Wii games use MEM1 for code and frequently-accessed data.
  0x80000020             OS_GLOBALS — game-info struct (disc ID, FST, etc.)
  0x80000034             OS_ARENA_LO (start of free MEM1 heap)
  0x80003100             OS_REPORT (developer-console mirror, varies by SDK)
  0x90000000-0x93FFFFFF  MEM2 (64 MiB) — Wii ONLY. Larger texture/asset data,
                          IOS work areas. Reading MEM2 on a GameCube game
                          returns garbage / FAIL.
  0xCC000000-0xCC00FFFF  Hollywood I/O (Wii) / Flipper I/O (GameCube) — DMA,
                          GPU FIFO, AI, EXI registers. Reads are usually safe,
                          writes can wedge the emulator. Avoid.
  0xCD000000-0xCD007FFF  Wii-only Hollywood registers.

Notes:
  • All multi-byte values are BIG-ENDIAN on the real hardware. Felk's
    memory.read_u*/write_u* helpers handle the byte swap for you —
    the value you see is the value the game sees as a u32.
  • Addresses are 32-bit; Felk truncates the high bits of any u64
    address argument.
  • Pointers in MEM1 are often stored as 4-byte addresses with the
    high bit set (e.g. 0x81234567). Dereferencing them requires no
    masking — pass the raw value back into memory.read_*.

RETURNS: Single line 'ADDR_HEX: VAL_DEC (0xVAL_HEX)'.
- **dolphin_read64** — PURPOSE: Read an unsigned 64-bit big-endian value from PowerPC memory at the given absolute address. USAGE: For paired 32-bit slots, doubles, packed flags. PowerPC is 32-bit so true 64-bit fields are less common than on PS2 — usually game state is 32-bit. Use this when you actually have a 64-bit field, not as a convenience for two 32-bit reads. BEHAVIOR: No side effects — pure read. Address MUST be 8-byte aligned. The result is returned as a decimal STRING (not a JSON number) to preserve precision past 2^53. Returns an error on unmapped address, bridge disconnect, or FAIL.

GameCube + Wii main address space landmarks (PowerPC, big-endian):
  0x80000000-0x817FFFFF  MEM1 main RAM (24 MiB) — GameCube + Wii game code & data
                          GameCube games stay entirely within MEM1.
                          Wii games use MEM1 for code and frequently-accessed data.
  0x80000020             OS_GLOBALS — game-info struct (disc ID, FST, etc.)
  0x80000034             OS_ARENA_LO (start of free MEM1 heap)
  0x80003100             OS_REPORT (developer-console mirror, varies by SDK)
  0x90000000-0x93FFFFFF  MEM2 (64 MiB) — Wii ONLY. Larger texture/asset data,
                          IOS work areas. Reading MEM2 on a GameCube game
                          returns garbage / FAIL.
  0xCC000000-0xCC00FFFF  Hollywood I/O (Wii) / Flipper I/O (GameCube) — DMA,
                          GPU FIFO, AI, EXI registers. Reads are usually safe,
                          writes can wedge the emulator. Avoid.
  0xCD000000-0xCD007FFF  Wii-only Hollywood registers.

Notes:
  • All multi-byte values are BIG-ENDIAN on the real hardware. Felk's
    memory.read_u*/write_u* helpers handle the byte swap for you —
    the value you see is the value the game sees as a u32.
  • Addresses are 32-bit; Felk truncates the high bits of any u64
    address argument.
  • Pointers in MEM1 are often stored as 4-byte addresses with the
    high bit set (e.g. 0x81234567). Dereferencing them requires no
    masking — pass the raw value back into memory.read_*.

RETURNS: Single line 'ADDR_HEX: VAL_DEC (0xVAL_HEX)' — VAL_DEC is a decimal string that may exceed 2^53.
- **dolphin_read_range** — PURPOSE: Read a contiguous range of bytes from PowerPC memory as a hex dump. USAGE: For >4 bytes — far cheaper than looping dolphin_read8 (one bridge round-trip vs N). Max 65536 bytes/call; chunk larger reads in 64 KiB. Powers snapshot-diff RAM hunting, unknown-struct inspection, and region capture. BEHAVIOR: No side effects. The bridge reads byte-by-byte via Felk's memory.read_u8 then returns hex over the wire. No alignment requirement.

GameCube + Wii main address space landmarks (PowerPC, big-endian):
  0x80000000-0x817FFFFF  MEM1 main RAM (24 MiB) — GameCube + Wii game code & data
                          GameCube games stay entirely within MEM1.
                          Wii games use MEM1 for code and frequently-accessed data.
  0x80000020             OS_GLOBALS — game-info struct (disc ID, FST, etc.)
  0x80000034             OS_ARENA_LO (start of free MEM1 heap)
  0x80003100             OS_REPORT (developer-console mirror, varies by SDK)
  0x90000000-0x93FFFFFF  MEM2 (64 MiB) — Wii ONLY. Larger texture/asset data,
                          IOS work areas. Reading MEM2 on a GameCube game
                          returns garbage / FAIL.
  0xCC000000-0xCC00FFFF  Hollywood I/O (Wii) / Flipper I/O (GameCube) — DMA,
                          GPU FIFO, AI, EXI registers. Reads are usually safe,
                          writes can wedge the emulator. Avoid.
  0xCD000000-0xCD007FFF  Wii-only Hollywood registers.

Notes:
  • All multi-byte values are BIG-ENDIAN on the real hardware. Felk's
    memory.read_u*/write_u* helpers handle the byte swap for you —
    the value you see is the value the game sees as a u32.
  • Addresses are 32-bit; Felk truncates the high bits of any u64
    address argument.
  • Pointers in MEM1 are often stored as 4-byte addresses with the
    high bit set (e.g. 0x81234567). Dereferencing them requires no
    masking — pass the raw value back into memory.read_*.

RETURNS: 'ADDR_HEX [N bytes]:' header + space-separated 2-digit uppercase hex bytes.
- **dolphin_write8** — PURPOSE: Write a single unsigned byte (0-255) to PowerPC memory at the given absolute address. USAGE: Use for single-byte cheats, debug pokes, and game-state mutations. For 16/32/64-bit values prefer dolphin_write16/write32/write64 (atomic from the game's perspective). To roll back, dolphin_save_state BEFORE the write and dolphin_load_state to restore. BEHAVIOR: DESTRUCTIVE: overwrites with no undo. Direct memory access — bypasses PowerPC MMU translation and any DMA semantics. Writes to read-only regions (boot ROM at 0xFFF00000, certain I/O ranges) are silently dropped by Dolphin. The write takes effect immediately, but visible effects appear only when the emulator next ticks. No alignment requirement for byte access.

GameCube + Wii main address space landmarks (PowerPC, big-endian):
  0x80000000-0x817FFFFF  MEM1 main RAM (24 MiB) — GameCube + Wii game code & data
                          GameCube games stay entirely within MEM1.
                          Wii games use MEM1 for code and frequently-accessed data.
  0x80000020             OS_GLOBALS — game-info struct (disc ID, FST, etc.)
  0x80000034             OS_ARENA_LO (start of free MEM1 heap)
  0x80003100             OS_REPORT (developer-console mirror, varies by SDK)
  0x90000000-0x93FFFFFF  MEM2 (64 MiB) — Wii ONLY. Larger texture/asset data,
                          IOS work areas. Reading MEM2 on a GameCube game
                          returns garbage / FAIL.
  0xCC000000-0xCC00FFFF  Hollywood I/O (Wii) / Flipper I/O (GameCube) — DMA,
                          GPU FIFO, AI, EXI registers. Reads are usually safe,
                          writes can wedge the emulator. Avoid.
  0xCD000000-0xCD007FFF  Wii-only Hollywood registers.

Notes:
  • All multi-byte values are BIG-ENDIAN on the real hardware. Felk's
    memory.read_u*/write_u* helpers handle the byte swap for you —
    the value you see is the value the game sees as a u32.
  • Addresses are 32-bit; Felk truncates the high bits of any u64
    address argument.
  • Pointers in MEM1 are often stored as 4-byte addresses with the
    high bit set (e.g. 0x81234567). Dereferencing them requires no
    masking — pass the raw value back into memory.read_*.

RETURNS: 'Wrote VAL_DEC (0xVAL_HEX) → ADDR_HEX'.
- **dolphin_write16** — PURPOSE: Write an unsigned 16-bit big-endian value to PowerPC memory. USAGE: For 16-bit cheats/pokes (HP, score, coordinates). For single bytes use dolphin_write8; for 32/64-bit use dolphin_write32/write64. The value is byte-swapped to big-endian by Felk's bridge — pass the value the game logically sees, not its byte order. BEHAVIOR: DESTRUCTIVE: overwrites two bytes with no undo. Address MUST be 2-byte aligned. Returns an error on bridge disconnect or FAIL.

GameCube + Wii main address space landmarks (PowerPC, big-endian):
  0x80000000-0x817FFFFF  MEM1 main RAM (24 MiB) — GameCube + Wii game code & data
                          GameCube games stay entirely within MEM1.
                          Wii games use MEM1 for code and frequently-accessed data.
  0x80000020             OS_GLOBALS — game-info struct (disc ID, FST, etc.)
  0x80000034             OS_ARENA_LO (start of free MEM1 heap)
  0x80003100             OS_REPORT (developer-console mirror, varies by SDK)
  0x90000000-0x93FFFFFF  MEM2 (64 MiB) — Wii ONLY. Larger texture/asset data,
                          IOS work areas. Reading MEM2 on a GameCube game
                          returns garbage / FAIL.
  0xCC000000-0xCC00FFFF  Hollywood I/O (Wii) / Flipper I/O (GameCube) — DMA,
                          GPU FIFO, AI, EXI registers. Reads are usually safe,
                          writes can wedge the emulator. Avoid.
  0xCD000000-0xCD007FFF  Wii-only Hollywood registers.

Notes:
  • All multi-byte values are BIG-ENDIAN on the real hardware. Felk's
    memory.read_u*/write_u* helpers handle the byte swap for you —
    the value you see is the value the game sees as a u32.
  • Addresses are 32-bit; Felk truncates the high bits of any u64
    address argument.
  • Pointers in MEM1 are often stored as 4-byte addresses with the
    high bit set (e.g. 0x81234567). Dereferencing them requires no
    masking — pass the raw value back into memory.read_*.

RETURNS: 'Wrote VAL_DEC (0xVAL_HEX) → ADDR_HEX'.
- **dolphin_write32** — PURPOSE: Write an unsigned 32-bit big-endian value to PowerPC memory at the given absolute address. USAGE: The workhorse for cheats — most game state is 32-bit. For 8/16-bit values use dolphin_write8/write16; for true 64-bit fields use dolphin_write64 (atomic, vs two non-atomic write32s). For floats, reinterpret the IEEE-754 bits as an integer first. BEHAVIOR: DESTRUCTIVE: overwrites four bytes with no undo. Address MUST be 4-byte aligned. Writes to read-only regions are silently dropped.

GameCube + Wii main address space landmarks (PowerPC, big-endian):
  0x80000000-0x817FFFFF  MEM1 main RAM (24 MiB) — GameCube + Wii game code & data
                          GameCube games stay entirely within MEM1.
                          Wii games use MEM1 for code and frequently-accessed data.
  0x80000020             OS_GLOBALS — game-info struct (disc ID, FST, etc.)
  0x80000034             OS_ARENA_LO (start of free MEM1 heap)
  0x80003100             OS_REPORT (developer-console mirror, varies by SDK)
  0x90000000-0x93FFFFFF  MEM2 (64 MiB) — Wii ONLY. Larger texture/asset data,
                          IOS work areas. Reading MEM2 on a GameCube game
                          returns garbage / FAIL.
  0xCC000000-0xCC00FFFF  Hollywood I/O (Wii) / Flipper I/O (GameCube) — DMA,
                          GPU FIFO, AI, EXI registers. Reads are usually safe,
                          writes can wedge the emulator. Avoid.
  0xCD000000-0xCD007FFF  Wii-only Hollywood registers.

Notes:
  • All multi-byte values are BIG-ENDIAN on the real hardware. Felk's
    memory.read_u*/write_u* helpers handle the byte swap for you —
    the value you see is the value the game sees as a u32.
  • Addresses are 32-bit; Felk truncates the high bits of any u64
    address argument.
  • Pointers in MEM1 are often stored as 4-byte addresses with the
    high bit set (e.g. 0x81234567). Dereferencing them requires no
    masking — pass the raw value back into memory.read_*.

RETURNS: 'Wrote VAL_DEC (0xVAL_HEX) → ADDR_HEX'.
- **dolphin_write64** — PURPOSE: Write an unsigned 64-bit big-endian value to PowerPC memory. USAGE: For paired 32-bit slots, doubles, packed flags. Atomic from the game's perspective; preferred over chaining two write32s when ordering matters. BEHAVIOR: DESTRUCTIVE: overwrites eight bytes with no undo. Address MUST be 8-byte aligned. `value` is a DECIMAL STRING (0..18446744073709551615) to preserve precision past JS's 2^53 number limit.

GameCube + Wii main address space landmarks (PowerPC, big-endian):
  0x80000000-0x817FFFFF  MEM1 main RAM (24 MiB) — GameCube + Wii game code & data
                          GameCube games stay entirely within MEM1.
                          Wii games use MEM1 for code and frequently-accessed data.
  0x80000020             OS_GLOBALS — game-info struct (disc ID, FST, etc.)
  0x80000034             OS_ARENA_LO (start of free MEM1 heap)
  0x80003100             OS_REPORT (developer-console mirror, varies by SDK)
  0x90000000-0x93FFFFFF  MEM2 (64 MiB) — Wii ONLY. Larger texture/asset data,
                          IOS work areas. Reading MEM2 on a GameCube game
                          returns garbage / FAIL.
  0xCC000000-0xCC00FFFF  Hollywood I/O (Wii) / Flipper I/O (GameCube) — DMA,
                          GPU FIFO, AI, EXI registers. Reads are usually safe,
                          writes can wedge the emulator. Avoid.
  0xCD000000-0xCD007FFF  Wii-only Hollywood registers.

Notes:
  • All multi-byte values are BIG-ENDIAN on the real hardware. Felk's
    memory.read_u*/write_u* helpers handle the byte swap for you —
    the value you see is the value the game sees as a u32.
  • Addresses are 32-bit; Felk truncates the high bits of any u64
    address argument.
  • Pointers in MEM1 are often stored as 4-byte addresses with the
    high bit set (e.g. 0x81234567). Dereferencing them requires no
    masking — pass the raw value back into memory.read_*.

RETURNS: 'Wrote VAL_DEC (0xVAL_HEX) → ADDR_HEX'.
- **dolphin_press_gc_buttons** — PURPOSE: Set GameCube controller state on a given port for one frame's worth of input. USAGE: Buttons supported: A, B, X, Y, Z, Start, L, R, Up, Down, Left, Right. Analog axes: StickX, StickY, CStickX, CStickY, TriggerLeft, TriggerRight. To 'hold' a button across multiple frames, call repeatedly — Dolphin's input is per-frame, not edge-triggered, so a button you don't include in this call's state is implicitly released. For TAS-style frame-perfect sequences, alternate set + dolphin_frame_advance(1) calls. BEHAVIOR: DESTRUCTIVE to controller state for the addressed port. Overwrites all input — anything you don't include is released. Felk's set_gc_buttons accepts a partial dict; unspecified buttons are false, unspecified analog axes are at neutral (0 for both sticks and triggers). RETURNS: 'Set GC port N: <state-summary>'.
- **dolphin_press_wiimote_buttons** — PURPOSE: Set Wii Remote button state on a given port for one frame's worth of input. USAGE: Buttons supported: A, B, One, Two, Plus, Minus, Home, Up, Down, Left, Right. v0.1.0 covers the basic Wii Remote button surface only — pointer position, accelerometer, swing/shake/tilt, and Nunchuk/Classic Controller attachments are not yet wired (deferred to a future release). For now, games requiring motion or pointer input have limited agent control. BEHAVIOR: DESTRUCTIVE to Wii Remote state for the addressed port. Anything you don't include is released. RETURNS: 'Set Wii Remote port N: <state-summary>'.
- **dolphin_set_wiimote_pointer** — PURPOSE: Set the Wii Remote's IR pointer position on the given port. USAGE: Use for menu navigation in Wii titles that aim via the Remote (Wii Sports, Smash Bros menus, House of the Dead, etc.). Coordinates are normalised floats; the exact useful range depends on the game's calibration but typically `(-1.0, -1.0)` is top-left and `(1.0, 1.0)` is bottom-right relative to the sensor bar zone. To hold a position across multiple frames call repeatedly — Felk's helper uses ClearOn::NextFrame semantics. BEHAVIOR: DESTRUCTIVE to pointer state for the addressed port. Sets the IR X+Y for the next render frame. Combine with dolphin_press_wiimote_buttons for click-and-aim sequences. RETURNS: 'Set Wii Remote port N pointer to (x, y)'.
- **dolphin_set_wiimote_acceleration** — PURPOSE: Set the Wii Remote's accelerometer reading on the given port. USAGE: Use for games that read raw accelerometer data — Wii Sports bowling/golf swings, Mario Galaxy's shake-to-spin, anything that doesn't go through the higher-level swing/shake/tilt helpers (deferred to a future release). Units are roughly g (Earth gravity ≈ 1.0); a Remote held still and pointing forward typically reads about (0, 1, 0). For a single-frame impulse, set the value then dolphin_frame_advance(1) then reset to neutral. BEHAVIOR: DESTRUCTIVE to accelerometer state for the addressed port. ClearOn::NextFrame semantics — set persists for one render frame only. RETURNS: 'Set Wii Remote port N accel to (x, y, z)'.
- **dolphin_set_wiimote_angular_velocity** — PURPOSE: Set the Wii MotionPlus angular velocity on the given port. USAGE: Use for games that read rotation rate from the MotionPlus add-on (Wii Sports Resort, Skyward Sword). Units are radians per second around each axis. The Remote must be a MotionPlus-enabled controller in Dolphin's input config for this to take effect. BEHAVIOR: DESTRUCTIVE to angular-velocity state for the addressed port. ClearOn::NextFrame semantics. RETURNS: 'Set Wii Remote port N angular_velocity to (x, y, z)'.
- **dolphin_reset** — PURPOSE: Tap the GameCube/Wii hardware reset button. USAGE: Equivalent to power-cycling the reset button on the console front — game state is lost. To preserve state across the reset, dolphin_save_state first and dolphin_load_state after. BEHAVIOR: DESTRUCTIVE: clears live RAM, returns the CPU to boot. Movie state (if recording) flags the reset. RETURNS: 'Reset triggered.'
- **dolphin_screenshot** — PURPOSE: Capture the current Dolphin video frame as a PNG image. USAGE: Use to SEE what's on screen — confirm game state, read a menu/HUD, or document a moment — to complement memory reads with vision. Returns the most recently DRAWN frame: near-live while the game runs, or the frozen frame if Dolphin is paused via its GUI. BEHAVIOR: No side effects — pure read of the last rendered framebuffer. The bridge captures frames via Felk's event.on_framedrawn (RGB) and mcp-dolphin encodes the PNG. Returns an error if this Dolphin build doesn't expose on_framedrawn (older Felk builds), or if no frame has been drawn yet (let the game render a frame, then retry). Image dimensions follow Dolphin's output framebuffer, which scales with the internal-resolution setting. RETURNS: A one-line summary (WIDTH×HEIGHT) plus the screenshot as an inline PNG image.
- **dolphin_frame_advance** — PURPOSE: Wait until the emulator has rendered N more frames since this call started. USAGE: TAS-style frame-precise sequencing. Typical loop: pause → set controller state → frame_advance(1) → read memory → repeat. The bridge maintains a monotonic frame counter via Felk's on_frameadvance callback; this tool reads the counter, then waits for it to reach counter+frames. The emulator must be UNPAUSED for the counter to advance — call dolphin_resume first if you've paused. BEHAVIOR: Blocks until the target frame is reached or the per-call timeout fires (15 s by default). If the emulator is paused and stays paused, this will time out. Does NOT pause/resume on its own. RETURNS: 'Advanced to frame N (waited M frames).'
- **dolphin_save_state** — PURPOSE: Save complete emulator state (RAM, registers, GPU, audio, timing) to a numbered slot. USAGE: Rollback point before risky writes, bookmarks, repro sharing. Companion dolphin_load_state restores from the same slot. Dolphin maps slots 1-10 to F1-F10 in the GUI by default; 0 and 11-255 are programmatic-only. BEHAVIOR: DESTRUCTIVE TO TARGET SLOT: silently overwrites prior contents — no prompt, no backup. Bound to the exact game disc and Dolphin build; loading mismatched usually crashes the core. The bridge call returns when Felk schedules the save, NOT when the file is on disk. RETURNS: 'Save state triggered for slot N'.
- **dolphin_load_state** — PURPOSE: Load a previously-saved state from the given slot, replacing all live state. USAGE: Counterpart to dolphin_save_state. The classic snapshot/experiment/restore loop: save_state(N) → run experiment → load_state(N) to undo. BEHAVIOR: DESTRUCTIVE TO LIVE STATE: replaces ALL current emulator state. The state file MUST come from the same game disc and same Dolphin build that produced it; loading an incompatible state typically crashes the core (no recovery without restarting Dolphin). RETURNS: 'Load state triggered for slot N'.

## Claude Desktop Quick Installation
Install path detected from listing signals. Uses `npx` (confidence: high):

```json
"mcpServers": {
  "mcp-dolphin": {
    "command": "npx",
    "args": ["-y","mcp-dolphin"],
    "env": {
      "DOLPHIN_BRIDGE_HOST": "",
      "DOLPHIN_BRIDGE_PORT": "",
      "DOLPHIN_TIMEOUT_MS": "",
      "MCP_DOLPHIN_DEBUG": ""
    }
  }
}
```

**Requires environment variables:** `DOLPHIN_BRIDGE_HOST`, `DOLPHIN_BRIDGE_PORT`, `DOLPHIN_TIMEOUT_MS`, `MCP_DOLPHIN_DEBUG` — the values above are empty placeholders; fill in real credentials before running (see the repository for what each one is for).

## Documentation

## What dmang-dev/mcp-dolphin does

The dmang-dev/mcp-dolphin MCP server exposes Dolphin GameCube and Wii emulator operations to MCP clients. Its tools can inspect and mutate absolute PowerPC memory, send controller state, capture the current framebuffer, trigger reset, save or restore numbered emulator states, and wait for a specified number of rendered frames.

Memory access covers 8-, 16-, 32-, and 64-bit values plus contiguous hex-dump reads of up to 64 KiB. The bridge handles the hardware’s big-endian representation for typed reads and writes. The documented address ranges include GameCube and Wii MEM1 at `0x80000000-0x817FFFFF`, and Wii-only MEM2 at `0x90000000-0x93FFFFFF`.

## How it works

The MCP process runs under Node.js and communicates over MCP stdio with the client. It then opens a TCP connection to the Python bridge at `127.0.0.1:55355` by default. That bridge must be loaded as `mcp_bridge.py` in Felk’s Dolphin scripting panel. `dolphin_ping` is the intended initial check and reports bridge reachability and version.

Felk’s Dolphin fork is a hard dependency. Controller values and memory operations therefore affect the live emulator through Felk’s scripting APIs rather than through a separate game or console service.

## Setup and configuration

Install the npm package with `npx -y mcp-dolphin`. Before using the MCP tools, export the bridge script with `npx -y mcp-dolphin --print-bridge > mcp_bridge.py`, load that file through Dolphin’s Scripting panel, and start a GameCube or Wii title. Register the package as a stdio MCP server in the client; the documented Claude Desktop configuration uses `npx` with `-y` and `mcp-dolphin`.

The connection host, port, timeout, and debug tracing are configurable with `DOLPHIN_BRIDGE_HOST`, `DOLPHIN_BRIDGE_PORT`, `DOLPHIN_TIMEOUT_MS`, and `MCP_DOLPHIN_DEBUG`. If the port changes, the bridge script and MCP process must use the same value. A client can list tools without Dolphin connected, but tool calls require the running Felk bridge.

## Tools and capabilities

- Probe the bridge and report its version or Dolphin label.
- Read and write typed PowerPC values, or scan a memory range as hexadecimal bytes.
- Set GameCube digital buttons, sticks, C-stick axes, and analog triggers.
- Set Wii Remote buttons, IR pointer coordinates, accelerometer values, and MotionPlus angular velocity.
- Capture the most recently drawn frame as an inline PNG.
- Trigger reset, save or load slots from 0 through 255, and wait for rendered frames.

GameCube input is frame-oriented: omitted controls are released or neutral, so held input must be sent repeatedly. Frame advancement is useful for deterministic sequences that alternate input updates with one-frame waits.

## Limitations and notes

Writes are destructive and have no automatic undo; saving a state first provides a rollback point. Loading an incompatible state can crash the emulator, and state files are tied to the game disc and Dolphin build. Multi-byte memory tools require the documented alignment, and 64-bit values are passed as decimal strings to avoid JavaScript precision loss.

Use caution with I/O ranges: reads are generally described as safe, while writes can wedge the emulator. MEM2 is Wii-only, and unmapped addresses can return errors or invalid-looking data. Frame advancement requires Dolphin to be unpaused and can time out if the frame counter does not progress. The bridge also needs to be refreshed when its script is older than the installed MCP package.

The dmang-dev/mcp-dolphin MCP server is intended for local emulator control, not a hosted Dolphin service. No API credential or paid external service is described.

_Full upstream README: https://allmcps.com/mcp/dmang-dev-mcp-dolphin/readme_

