dmang-dev/mcp-dolphin
๐ ๐ ๐ ๐ช ๐ง - 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.
Quick Install
{
"mcpServers": {
"dmang-dev-mcp-dolphin": {
"command": "npx",
"args": [
"-y",
"dmang-dev-mcp-dolphin"
]
}
}
}Using an AI coding agent (Claude Code, Cursor, etc.)? Copy a ready-made prompt that tells it to fetch the setup instructions and install this server for you.
Documentation Overview
mcp-dolphin
An MCP server for Dolphin (GameCube + Wii) โ 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 โ 8/16/32/64-bit, MEM1 + MEM2
- Send controller input โ GameCube (digital + analog sticks + triggers), Wii Remote (buttons + IR pointer + accelerometer + MotionPlus angular velocity)
- Reset the emulator (pause/resume not in v0.1.0 โ see Known limitations)
- Save / load state to numbered slots (0-255; 1-10 map to F1-F10 in Dolphin)
- Frame advance โ 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)
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โ Dolphin (Felk's fork โ required, not mainline) โ
โ โ
โ mcp_bridge.py loaded via Scripting panel โ
โ โโ TCP server on 127.0.0.1:55355 โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ TCP loopback (newline-delimited JSON)
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โ mcp-dolphin (Node.js โ this package) โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ 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 โ 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 โ Show Log Configuration โ check Scripting (set verbosity to "Info" or "Error"), then View โ Show Log so the log window is visible.
2. Print the bridge script and load it
npx -y mcp-dolphin --print-bridge > mcp_bridge.py
Then in Felk's Dolphin:
- View โ Scripting to open the scripting panel.
- Click Add New Script and pick the
mcp_bridge.pyyou just wrote. - Verify in Dolphin's Log window โ 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:
claude mcp add dolphin --scope user mcp-dolphin
Claude Desktop โ edit claude_desktop_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 โ bridge v0.1.0 (Felk Python fork).
Tools
| Tool | Description |
|---|---|
dolphin_ping | Liveness probe + bridge-version sniff |
dolphin_get_info | Report bridge version and Dolphin label |
dolphin_read8/16/32/64 | Read PowerPC memory (big-endian) |
dolphin_read_range | Bulk read up to 64 KiB as hex dump |
dolphin_write8/16/32/64 | Write PowerPC memory |
dolphin_press_gc_buttons | Set GameCube controller state (port + button/axis dict) |
dolphin_press_wiimote_buttons | Set Wii Remote button state |
dolphin_set_wiimote_pointer | Set Wii Remote IR pointer position (port + x + y) |
dolphin_set_wiimote_acceleration | Set Wii Remote accelerometer (port + x + y + z, ~g units) |
dolphin_set_wiimote_angular_velocity | Set Wii MotionPlus angular velocity (port + x + y + z, rad/s) |
dolphin_reset | Emulation soft-reset (pause/resume deferred to v0.2 โ see Known limitations) |
dolphin_frame_advance | Wait N frames (TAS sequencing) |
dolphin_save_state / dolphin_load_state | Slot-based savestate (0-255) |
GameCube + Wii address space (cheat sheet)
| Range | Region |
|---|---|
0x80000000-0x817FFFFF | MEM1 main RAM (24 MiB) โ GC + Wii |
0x80000020 | OS_GLOBALS โ disc ID, FST pointer, etc. |
0x90000000-0x93FFFFFF | MEM2 (64 MiB) โ Wii only |
0xCC000000+ | Flipper / Hollywood I/O โ 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 โ pass and receive the value the game logically sees, not the byte order.
Controller input
GameCube (dolphin_press_gc_buttons)
{
"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)
{ "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 โ motion, pointer, Nunchuk, Classic Controller deferred to a future release.
Configuration
| Env var | Default | Purpose |
|---|---|---|
DOLPHIN_BRIDGE_HOST | 127.0.0.1 | Bridge host (the Dolphin process is local, so this rarely changes) |
DOLPHIN_BRIDGE_PORT | 55355 | Bridge port (must match LISTEN_PORT in mcp_bridge.py) |
DOLPHIN_TIMEOUT_MS | 10000 | Per-call timeout |
MCP_DOLPHIN_DEBUG | unset | Set 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
| Symptom | Cause / Fix |
|---|---|
Dolphin bridge not reachable | Dolphin 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 bridge | Bridge 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 error | Address is unmapped on the current title. MEM2 (0x90000000+) is Wii-only; reading it on a GameCube game returns garbage. |
| Controller input has no effect | Game 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 out | Bridge 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:
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 โ see LICENSE.