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press_down

Simulate pressing the DOWN button on a GameBoy via the MCP GameBoy Server, allowing precise control with customizable duration in frames for accurate emulation interactions.

Instructions

Press the DOWN button on the GameBoy

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
duration_framesNoNumber of frames to hold the button

Implementation Reference

  • src/tools.ts:21-37 (registration)
    Dynamic registration of all press_XXX tools including 'press_down' (for GameBoyButton.DOWN). Defines input schema for duration_frames and the execution handler function that calls emulatorService.pressButton(button, duration_frames) and returns the screen image.
    Object.values(GameBoyButton).forEach(button => { server.tool( `press_${button.toLowerCase()}`, `Press the ${button} button on the GameBoy`, { duration_frames: z.number().int().positive().optional().default(1).describe('Number of frames to hold the button').default(25) }, async ({ duration_frames }): Promise<CallToolResult> => { // Press the button using the service (advances one frame) emulatorService.pressButton(button, duration_frames); // Return the current screen using the service const screen = emulatorService.getScreen(); return { content: [screen] }; } ); });
  • EmulatorService.pressButton - delegate method called directly from the tool handler. Delegates to GameBoyEmulator.pressButton and returns screen.
    pressButton(button: GameBoyButton, durationFrames: number): ImageContent { log.debug(`Pressing button: ${button}`); if (!this.isRomLoaded()) { log.warn('Attempted to press button with no ROM loaded'); throw new Error('No ROM loaded'); } this.emulator.pressButton(button, durationFrames); // This advances one frame return this.getScreen(); }
  • Core implementation in GameBoyEmulator.pressButton: maps DOWN to Gameboy.KEYMAP.DOWN, presses the key for durationFrames frames via serverboy library, advances extra frame.
    public pressButton(button: GameBoyButton, durationFrames: number = 1): void { if (!this.romLoaded) { throw new Error('No ROM loaded'); } // Map our button enum to serverboy's keymap const buttonMap: Record<GameBoyButton, number> = { [GameBoyButton.UP]: Gameboy.KEYMAP.UP, [GameBoyButton.DOWN]: Gameboy.KEYMAP.DOWN, [GameBoyButton.LEFT]: Gameboy.KEYMAP.LEFT, [GameBoyButton.RIGHT]: Gameboy.KEYMAP.RIGHT, [GameBoyButton.A]: Gameboy.KEYMAP.A, [GameBoyButton.B]: Gameboy.KEYMAP.B, [GameBoyButton.START]: Gameboy.KEYMAP.START, [GameBoyButton.SELECT]: Gameboy.KEYMAP.SELECT }; for (let i=0; i < durationFrames; i++) { this.gameboy.pressKeys([buttonMap[button]]); this.gameboy.doFrame(); } // for now: advance one frame so we dont "hold" the button all the time. this.gameboy.doFrame(); }
  • Invocation of registerGameBoyTools in createGameBoyServer, which registers the press_down tool.
    // Register GameBoy tools registerGameBoyTools(server, emulatorService); // Pass emulatorService
  • Input schema for press_down tool: optional duration_frames (number of frames to hold button down).
    { duration_frames: z.number().int().positive().optional().default(1).describe('Number of frames to hold the button').default(25) },

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