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MCP Dolphin logo
Health: ActiveRecent health check succeeded.Last checked 9/9/2026, 4:17:43 PM

MCP Dolphin

User RatingsBe the first to rate and review this MCP server!
View Repository2 GitHub StarsTotal stargazers on GitHub for the source repository (2 stars).Visit Website
gamingemulatordolphingamecubewii

MCP server to control Dolphin emulator (GameCube/Wii) memory, input, savestates, reset, and frame advance via MCP clients.

Quick Install

Automated & IDE Setup

Copy the AI prompt to install this server into Claude Code, Cursor, or another agent — or use 1-click editor setup below.

Add to CursorAdd to VS Code
Automated check passed— started and listed 21 tools correctly (3d ago).
Manual Client & Custom JSON ConfigExpand JSON ā–¾

Client Config & Setup

Choose your client or environment
Target File:~/Library/Application Support/Claude/claude_desktop_config.json
claude_desktop_config.json
{
  "mcpServers": {
    "dmang-dev-mcp-dolphin": {
      "command": "npx",
      "args": [
        "-y",
        "mcp-dolphin"
      ]
    }
  }
}

šŸ’” Paste the JSON block into your client's configuration file under mcpServers, then restart the application.

Install Tool Schemas (21) Directory Badge Claim listing AlternativesšŸŽ® More in Gaming

Overview

This MCP server interfaces with Felk's Dolphin fork to enable external control of the Dolphin GameCube/Wii emulator. It allows reading and writing PowerPC memory, simulating GameCube and Wii Remote inputs, performing emulator resets, managing savestates, and frame advancing for tool-assisted speedruns. Use it when you want programmatic, fine-grained control of Dolphin emulator state and input from any MCP-compatible client.

Use cases

•Read and write emulator PowerPC memory for debugging or cheat development
•Simulate GameCube and Wii Remote controller inputs programmatically
•Perform emulator soft resets remotely
•Save and load emulator states to numbered slots
•Advance emulator frames precisely for TAS scripting

Key features

•Read/write 8/16/32/64-bit PowerPC memory in MEM1 and MEM2
•Send GameCube digital/analog controller inputs
•Send Wii Remote buttons, IR pointer, accelerometer, and MotionPlus data
•Soft reset emulator and frame advance synchronization
•Slot-based savestate management (0-255 slots)
•Bridge runs as Python script inside Felk's Dolphin fork

Capabilities & Tool Schemas (21) ~9.1k tokensApproximate context cost of this server’s tool schemas (~4 chars/token), before any tool is called. Actual usage depends on your client and model.Verified live Verified liveCaptured by calling this server’s live tools/list endpoint.

Inspect callable tools, capabilities, and parameters exposed to AI agents by MCP Dolphin.

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.

Documentation Overview

mcp-dolphin

npm version npm downloads CI License: MIT Snyk Socket Bundlephobia npmgraph

An MCP server for Dolphin (GameCube + Wii) — drives memory r/w, controller input (GameCube + Wii Remote), pause/resume/reset, savestates, and frame advance from MCP-compatible clients (Claude Desktop, Claude Code, etc.).

What you can do with it

  • Read & write emulated PowerPC memory — 8/16/32/64-bit, MEM1 + MEM2
  • Send controller input — GameCube (digital + analog sticks + triggers), Wii Remote (buttons + IR pointer + accelerometer + MotionPlus angular velocity)
  • Reset the emulator (pause/resume not in v0.1.0 — see Known limitations)
  • Save / load state to numbered slots (0-255; 1-10 map to F1-F10 in Dolphin)
  • Frame advance — wait N frames synchronously for TAS-style precision

Not yet wired in v0.1.0 (deferred to a later release):

  • Wii Remote motion (pointer, accelerometer, swing, shake, tilt)
  • Nunchuk / Classic Controller / GBA-via-Wii input
  • Memory breakpoints, register access, screenshots

Architecture (and the hard prerequisite)

Code
ā”Œā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”
│ Dolphin (Felk's fork — required, not mainline)  │
│                                                 │
│   mcp_bridge.py loaded via Scripting panel      │
│   └─ TCP server on 127.0.0.1:55355              │
ā””ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”˜
                  ↕ TCP loopback (newline-delimited JSON)
ā”Œā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”
│ mcp-dolphin (Node.js — this package)            │
ā””ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”€ā”˜
                  ↕ MCP stdio
              MCP client (Claude etc.)

Mainline Dolphin does not have Python scripting. mcp-dolphin talks to Felk's actively-maintained Dolphin fork which embeds Python with first-class access to memory, controllers, savestates, and the frame loop. Mainline Dolphin Python PRs (#7064) have been stuck since 2022; the Lua forks (dolphinWatch, SwareJonge/Dolphin-Lua-Core) are dead. Felk is the only living scripting path.

One-time setup

1. Install Felk's Dolphin fork

Grab a build from Felk/dolphin Releases — currently Python Scripting Preview 4 (December 2025). Unzip it somewhere you can find. It's a regular Dolphin build plus a Scripting panel under the View menu.

If you see Python errors when loading the bridge, enable the Scripting log type: View → Show Log Configuration → check Scripting (set verbosity to "Info" or "Error"), then View → Show Log so the log window is visible.

2. Print the bridge script and load it

Terminal
npx -y mcp-dolphin --print-bridge > mcp_bridge.py

Then in Felk's Dolphin:

  1. View → Scripting to open the scripting panel.
  2. Click Add New Script and pick the mcp_bridge.py you just wrote.
  3. Verify in Dolphin's Log window — you should see [mcp-bridge] listening on 127.0.0.1:55355 (bridge v0.1.0).

The script keeps running as long as Dolphin is open. Remove it from the Scripting panel to stop the bridge.

3. Register mcp-dolphin in your MCP client

Claude Code:

Terminal
claude mcp add dolphin --scope user mcp-dolphin

Claude Desktop — edit claude_desktop_config.json:

config.json
{
  "mcpServers": {
    "dolphin": {
      "command": "npx",
      "args": ["-y", "mcp-dolphin"]
    }
  }
}

Restart your MCP client after editing.

4. Verify

Load a GameCube or Wii game in Dolphin, then ask the agent to call dolphin_ping. You should see OK — bridge v0.1.0 (Felk Python fork).

Tools

ToolDescription
dolphin_pingLiveness probe + bridge-version sniff
dolphin_get_infoReport bridge version and Dolphin label
dolphin_read8/16/32/64Read PowerPC memory (big-endian)
dolphin_read_rangeBulk read up to 64 KiB as hex dump
dolphin_write8/16/32/64Write PowerPC memory
dolphin_press_gc_buttonsSet GameCube controller state (port + button/axis dict)
dolphin_press_wiimote_buttonsSet Wii Remote button state
dolphin_set_wiimote_pointerSet Wii Remote IR pointer position (port + x + y)
dolphin_set_wiimote_accelerationSet Wii Remote accelerometer (port + x + y + z, ~g units)
dolphin_set_wiimote_angular_velocitySet Wii MotionPlus angular velocity (port + x + y + z, rad/s)
dolphin_resetEmulation soft-reset (pause/resume deferred to v0.2 — see Known limitations)
dolphin_frame_advanceWait N frames (TAS sequencing)
dolphin_save_state / dolphin_load_stateSlot-based savestate (0-255)

GameCube + Wii address space (cheat sheet)

RangeRegion
0x80000000-0x817FFFFFMEM1 main RAM (24 MiB) — GC + Wii
0x80000020OS_GLOBALS — disc ID, FST pointer, etc.
0x90000000-0x93FFFFFFMEM2 (64 MiB) — Wii only
0xCC000000+Flipper / Hollywood I/O — reads usually safe, writes can wedge
0xCD000000+Wii-only Hollywood registers

PowerPC is big-endian on hardware. The bridge handles byte-swap on read/write — pass and receive the value the game logically sees, not the byte order.

Controller input

GameCube (dolphin_press_gc_buttons)

config.json
{
  "port": 0,
  "state": {
    "A": true, "B": false, "Start": true,
    "StickX": 200, "StickY": 128,
    "TriggerLeft": 0, "TriggerRight": 255
  }
}
  • Digital buttons: A, B, X, Y, Z, Start, L, R, Up, Down, Left, Right
  • Analog axes: StickX, StickY, CStickX, CStickY (0-255, 128 = center)
  • Triggers: TriggerLeft, TriggerRight (0-255, 0 = released)
  • Omitted keys default to released / center.

Wii Remote (dolphin_press_wiimote_buttons)

config.json
{ "port": 0, "state": { "A": true, "Plus": true, "Up": true } }
  • Buttons: A, B, One, Two, Plus, Minus, Home, Up, Down, Left, Right
  • v0.1.0 covers buttons only — motion, pointer, Nunchuk, Classic Controller deferred to a future release.

Configuration

Env varDefaultPurpose
DOLPHIN_BRIDGE_HOST127.0.0.1Bridge host (the Dolphin process is local, so this rarely changes)
DOLPHIN_BRIDGE_PORT55355Bridge port (must match LISTEN_PORT in mcp_bridge.py)
DOLPHIN_TIMEOUT_MS10000Per-call timeout
MCP_DOLPHIN_DEBUGunsetSet to 1 to trace every TX message on stderr

If you change the port, edit both mcp_bridge.py (in your scripts dir) and set DOLPHIN_BRIDGE_PORT.

Troubleshooting

SymptomCause / Fix
Dolphin bridge not reachableDolphin not running, script not loaded in Scripting panel, or wrong port. Check Dolphin's Log window for [mcp-bridge] listening on ....
unknown method: <something> from bridgeBridge script is older than mcp-dolphin. Re-export with npx mcp-dolphin --print-bridge > mcp_bridge.py and reload in Dolphin.
Memory reads return 0xFFFFFFFF or errorAddress is unmapped on the current title. MEM2 (0x90000000+) is Wii-only; reading it on a GameCube game returns garbage.
Controller input has no effectGame expects input on a different port. Try port: 0 first, then 1-3. For Wii games requiring motion, this v0.1.0 doesn't cover Wii Remote pointer/accel yet.
Tool calls hang ~10 s then time outBridge script crashed inside Dolphin. Open Felk's Scripting panel, remove the script, re-add it.

Debugging with the MCP Inspector

Browse and call this server's tools interactively with the MCP Inspector:

Terminal
npm run inspector

Build first if you've edited src/ since your last npm install (npm run build, or keep npm run dev running). Override the bridge address with DOLPHIN_BRIDGE_HOST / DOLPHIN_BRIDGE_PORT (default 127.0.0.1:55355). tools/list works even without Dolphin connected; calling a tool needs Felk's Dolphin running bridge/mcp_bridge.py.

License

MIT — see LICENSE.

Read the full README →View source on GitHub →

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Adoption & maintenance

Factual signals from GitHub, npm, and our automated checks — not a rating.

GitHub stars
2
Stargazers on the source repository.
npm downloads
86
Package downloads in the last 30 days.
Last commit
5d ago
Most recent push to the default branch.
Availability
100%
Our rolling endpoint + install checks that succeeded.
Install check
Passed
Our sandbox started it and listed its tools.
Tools exposed
21
Callable tools this server registers over MCP.
Directory activity
2 views
Config copies, upvotes, and views on AllMCPs.

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Frequently Asked Questions about MCP Dolphin

No, it requires Felk's Dolphin fork with Python scripting support, as mainline Dolphin lacks this feature.

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Technical Specs & Signals

CategoryšŸŽ®Gaming
PricingFree
More technical detailsExpand ā–¾
TransportSTDIO
RuntimeNode.js
AuthNo auth required
LicenseMIT
ClientsClaude Desktop, Cline / VS Code
Last updatedSep 5, 2026
11/11 checks healthy over the last 32d
Views2
Unique ViewsTotal visits recorded for this listing page on AllMCPs.
Installs0
Installs & Copy ActionsTotal times users copied install commands or configuration snippets for this server.
GitHub stars2
GitHub Star CountTotal stargazers on GitHub representing community popularity (2 stars).
Last commit5d ago
Last Repository CommitThe most recent commit or push recorded for this server's GitHub repository.Last commit on Sep 5, 2026
npm downloads86/mo
Monthly npm DownloadsAverage monthly package installs recorded from npm registry statistics.
72Quality signal: Great Ā· 72/100How this signal is calculated ā–¾
Server availability25/25
Verified ownership10/20
Documentation & tools30/30
Adoption & activity7/15
Community engagement0/10

A guidance signal from public completeness & health data — not a user rating. New listings start lower and rise as they add docs, get verified, and grow adoption. Signals we can't observe for a listing are skipped, not counted against it.

Supply-chain signal

No high-severity advisories surfaced by our automated scan.

Critical 0High 0Medium 0Low 0

Scanned 22d ago via OSV.dev Ā· mcp-dolphin (npm)

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