Inspect and modify emulator memory, query game metadata, and control numbered savestate slots through PINE.
Copy the AI prompt to install this server into Claude Code, Cursor, or another agent ā or use 1-click editor setup below.
This server is confirmed live ā we successfully called its tools/list endpoint directly (see the verified badge above). We haven't yet sandbox-tested the stdio install command below specifically, which is a separate, ongoing check.
š” Paste the JSON block into your client's configuration file under mcpServers, then restart the application.
Inspect callable tools, capabilities, and parameters exposed to AI agents by MCP Pine.
pine_pingPURPOSE: Verify the PINE server (PCSX2) is reachable and responding. USAGE: Call once at session start before other tool calls. Issues PINE Version opcode (0x08) ā doubles as liveness probe and emulator-version sniff. BEHAVIOR: No side effects. Bridge connects on demand ā Unix socket at $XDG_RUNTIME_DIR/pcsx2.sock.<slot> (Linux/macOS, with $TMPDIR/$/tmp fallback) or TCP to 127.0.0.1:<slot> (Windows, default slot 28011). 10-second timeout if the emulator isn't running, PINE isn't enabled (For PCSX2: Settings > Advanced > Enable PINE Server (default port 28011).), or slot/port mismatches. RETURNS: 'OK ā emulator: VERSION_STRING', e.g. 'OK ā emulator: PCSX2 <version>'.
pine_get_infoPURPOSE: Get the loaded game's metadata ā title, serial code, disc CRC, in-game version string ā plus the current emulator run state in one call. USAGE: Call after pine_ping to confirm what game is loaded (don't poke memory blindly ā the same address means different things across games). For just the run state without the metadata round-trips use pine_get_status (1 PINE call vs 5 here). The serial (e.g. 'SLUS-21274' for PS2, 'SLUS-00067' for PS1) uniquely identifies the disc release region; combine with disc CRC to identify a specific revision. BEHAVIOR: No side effects ā pure read of emulator metadata. Issues five PINE opcodes in parallel (Title, ID, UUID, GameVersion, Status). Any individual field that the emulator doesn't expose or that fails is replaced with the literal string '(unavailable)' and the rest still come back. If the entire connection fails the call propagates an error. RETURNS: Multi-line text with Title, Serial, Disc CRC, Game version, and Status ā one field per line.
pine_get_statusPURPOSE: Get the emulator run state ā 'running', 'paused', 'shutdown', or 'unknown'. USAGE: Cheap (1 PINE round-trip) check before timing-sensitive sequences ā writes work while paused but only take visible effect after unpause. For game metadata (title, serial, CRC) use pine_get_info (batches Status with Title/ID/UUID/GameVersion). PINE has no pause/resume opcode; this tool only reports state. BEHAVIOR: No side effects. Issues PINE Status opcode (0x0F), decodes the 32-bit response (0=running, 1=paused, 2=shutdown). Errors on connection failure or PINE FAIL. RETURNS: 'Status: STATE' where STATE ā {running, paused, shutdown, unknown}.
pine_read8PURPOSE: Read an unsigned 8-bit byte from the emulator's EE main address space at the given absolute address. USAGE: Use for single-byte fields ā status flags, counters, 8-bit enums, character bytes. For 16/32/64-bit values use pine_read16/read32/read64 (one call instead of multi-byte assembly); for spans of more than ~4 bytes use pine_read_range (one batched call instead of N round-trips). BEHAVIOR: No side effects ā pure read. Reads work whether the emulator is running or paused. No alignment requirement (byte access is naturally aligned). Returns an error if the address is unmapped, the connection drops, or PINE returns its FAIL response (0xFF). The 10-second per-call timeout fires if the emulator drops the reply (PCSX2 has been observed to do this under heavy pipeline load ā see pine_read_range for the wider context). PlayStation 2 main address space landmarks (PCSX2): 0x00100000-0x01FFFFFF EE main RAM (32 MiB) ā game code & data; the most common target 0x10000000 Hardware registers (DMA, GIF, VIF, etc.) 0x11000000 VU0 / VU1 memory 0x12000000 GS privileged registers 0x1C000000-0x1C1FFFFF IOP RAM (2 MiB) 0x1F800000 IOP scratchpad 0x70000000 EE scratchpad (16 KiB) PINE memory operations target the EE address space. RETURNS: Single line 'ADDR_HEX: VAL_DEC (0xVAL_HEX)', e.g. '0x00200000: 99 (0x63)'.
pine_read16PURPOSE: Read an unsigned 16-bit little-endian value from the emulator's EE main address space at the given absolute address. USAGE: Use for 16-bit fields (HP, score, coordinates on many PlayStation 2 titles). For single bytes use pine_read8; for 32/64-bit use pine_read32/read64; for unaligned reads or big-endian fields, use pine_read_range and decode the bytes yourself (this tool always interprets bytes as little-endian, which matches MIPS byte order on PS1/PS2). BEHAVIOR: No side effects ā pure read. Reads two consecutive bytes (low byte at `address`, high byte at `address+1`) and combines them as little-endian. Address MUST be 2-byte aligned. PINE on PCSX2 does NOT enforce alignment ā unaligned access typically returns whatever bytes are at the aligned address below, silently corrupting the value. If you need an unaligned multi-byte read, use pine_read_range and assemble the bytes yourself. Returns a PINE FAIL response on unmapped addresses; times out after ~10s if the reply is dropped. PlayStation 2 main address space landmarks (PCSX2): 0x00100000-0x01FFFFFF EE main RAM (32 MiB) ā game code & data; the most common target 0x10000000 Hardware registers (DMA, GIF, VIF, etc.) 0x11000000 VU0 / VU1 memory 0x12000000 GS privileged registers 0x1C000000-0x1C1FFFFF IOP RAM (2 MiB) 0x1F800000 IOP scratchpad 0x70000000 EE scratchpad (16 KiB) PINE memory operations target the EE address space. RETURNS: Single line 'ADDR_HEX: VAL_DEC (0xVAL_HEX)'.
pine_read32PURPOSE: Read an unsigned 32-bit little-endian value from the emulator's EE main address space at the given absolute address. USAGE: Use for 32-bit fields ā timestamps, large counters, RGBA colors, and the lower half of 64-bit pointers. For single byte / 16-bit / 64-bit values use pine_read8/read16/read64; for big-endian or unaligned multi-word reads use pine_read_range and decode yourself. BEHAVIOR: No side effects ā pure read. Reads four consecutive bytes starting at `address` and combines them as little-endian (LSB at `address`, MSB at `address+3`). Address MUST be 4-byte aligned. PINE on PCSX2 does NOT enforce alignment ā unaligned access typically returns whatever bytes are at the aligned address below, silently corrupting the value. If you need an unaligned multi-byte read, use pine_read_range and assemble the bytes yourself. Returns a PINE FAIL response on unmapped addresses; times out after ~10s if the reply is dropped. PlayStation 2 main address space landmarks (PCSX2): 0x00100000-0x01FFFFFF EE main RAM (32 MiB) ā game code & data; the most common target 0x10000000 Hardware registers (DMA, GIF, VIF, etc.) 0x11000000 VU0 / VU1 memory 0x12000000 GS privileged registers 0x1C000000-0x1C1FFFFF IOP RAM (2 MiB) 0x1F800000 IOP scratchpad 0x70000000 EE scratchpad (16 KiB) PINE memory operations target the EE address space. RETURNS: Single line 'ADDR_HEX: VAL_DEC (0xVAL_HEX)'.
The dmang-dev/mcp-pine MCP server exposes PINE-compatible emulator operations through standard MCP over stdio. Its primary documented targets are PCSX2 for PlayStation 2 and RPCS3 for PlayStation 3, with the target selection controlling socket discovery and the memory-map context shown in tool descriptions.
The tool set starts with connectivity and identification. pine_ping checks that the emulator answers and reports its version. pine_get_info returns the loaded title, serial, disc CRC, game version, and current run state, while pine_get_status provides only the emulator state. These checks are useful before reading an address whose meaning depends on the loaded game.
Memory tools read or write unsigned 8-, 16-, 32-, and 64-bit values, plus contiguous ranges of up to 4096 bytes. Writes are direct and destructive. Save and load tools operate on numbered slots from 0 through 255, making it possible to save a baseline before an experiment and restore it later.
An MCP client starts the Node.js process and communicates with it over stdio. The process opens a loopback TCP connection on Windows or a Unix-domain socket on Linux and macOS, then converts each MCP request into a binary PINE request for the emulator.
For PCSX2, memory operations target the EE address space. Multi-byte operations use little-endian interpretation and require the corresponding 2-, 4-, or 8-byte alignment. Range reads are assembled from smaller PINE reads rather than a native bulk-read operation. They are intentionally serialized by default because aggressive concurrency can cause PCSX2 to lose replies.
PINE_TARGET changes both the target-specific socket naming and the descriptions supplied to the agent. The default target is PCSX2. RPCS3 support is documented as compatible in concept but not thoroughly verified at the wire level.
To run dmang-dev/mcp-pine MCP server, use Node.js 22 or newer and install the npm package globally, or launch it directly with npx -y mcp-pine. The direct command can be registered as a stdio server in Claude Desktop. The emulator must be running, have its PINE or compatible IPC service enabled, and have a game loaded for most meaningful operations.
Supported configuration variables include:
PINE_TARGET: selects pcsx2 or rpcs3; defaults to pcsx2.PINE_SLOT: selects the PINE slot or TCP port. The documented defaults are 28011 for PCSX2 and 28012 for RPCS3.PINE_HOST: changes the TCP host from 127.0.0.1.PINE_SOCKET_PATH: supplies a complete Unix socket path and bypasses automatic discovery.In PCSX2, enable the PINE server in the advanced settings and adjust PINE_SLOT if the default port is changed. On Linux and macOS, automatic socket resolution uses the runtime directory with temporary-directory fallbacks.
The 64-bit read and write interfaces use decimal strings where needed to avoid JavaScript precision loss. Range reads accept 1 through 4096 bytes. Savestate calls affect the selected slot or live emulator state and return after the emulator schedules the operation, not necessarily after disk I/O or restoration is fully complete.
The dmang-dev/mcp-pine MCP server does not provide controller input, screenshots, frame stepping, pause, or reset operations because those capabilities are not exposed by PINE. It is therefore intended for memory-oriented workflows, not for general game control.
Unaligned multi-byte accesses can produce incorrect results even though PCSX2 may not reject them. ROM or other read-only writes may be silently ignored. Loading a state from a different game disc or PCSX2 version can crash the emulator, and saving overwrites the selected slot without a recovery prompt. A failed connection, unmapped address, missing game, or fragile emulator request queue can also produce errors or timeouts.
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