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Leuconoe

ryubing-mcp

by Leuconoe

ryubing-mcp

ryubing-mcp is a local Model Context Protocol (MCP) server for controlling the Ryubing Nintendo Switch emulator. It lets an MCP client start isolated emulator sessions, launch a user-owned game, send controller input, capture the rendered frame, and inspect logs.

IMPORTANT

Use theRyubing MCP Bridge custom build to use the complete MCP feature set. An unmodified Ryubing executable works through the Windows patchless compatibility backend, but analog-stick and touchscreen tools are intentionally unavailable there.

Only use game, update, firmware, and key files that you are legally entitled to use. This project does not distribute any of them.

What is included

  • A stdio MCP server for local MCP clients.

  • Managed Ryubing processes with one retained copied profile per title by default.

  • A full control-bridge backend for the recommended custom Ryubing build.

  • A Windows patchless fallback for an unmodified Ryubing executable.

  • Optional game-path confinement.

  • Cursor-based log reading and renderer screenshots.

  • Persistent per-session manifests and NDJSON logs, including after a managed process exits.

  • Installation/environment checks that do not expose key contents.

  • Read-only launch and patch preflight checks.

  • A versioned capability contract exposed as both an MCP tool and resource so clients can discover bridge/patchless limitations without guessing.

  • One-call diagnostic reports with repeated-log and gameplay-failure hints, exportable bundles, and bounded frame sequences for visual-loop evidence.

  • Read-only font-atlas review harness for canvas/alpha/pixel-format, glyph rectangles, clipping, metric drift, and translated-text glyph coverage.

  • A repository-bundled nsw-workspace-cleanup skill that correlates Ryubing and Eden handoffs, manifests, sessions, and artifacts into a read-only cleanup plan.

  • Automated tests and live smoke-test scripts.

Related MCP server: algorithmaide-mcp

Choose a backend

Capability

Custom build (bridge)

Unmodified build (patchless)

Windows managed sessions

Yes

Yes

Status and current title

Yes

Yes, inferred from the process/window

Digital buttons

Players 1-8 and handheld

Player 1 or handheld keyboard bindings

Analog sticks

Yes

Pending / unavailable

Touch tap, hold, and swipe

Yes

Pending / unavailable

Screenshots

PNG and JPEG renderer frames

Native PNG through the configured hotkey

Logs

Structured in-memory bridge logs

Parsed per-session file logs

Base game and session update launch

Yes

Yes

Window focus/hotkey dependency

No

Yes

Recommended for complete MCP use

Yes

Compatibility fallback only

backend: "auto" selects patchless managed sessions on Windows. Therefore, installing the custom build alone is not enough: set backend to bridge in the JSON config when full controller and touch support is required.

Requirements

  • Windows 10/11 for the patchless backend. The bridge backend follows the platform support of the custom Ryubing build.

  • Node.js 20 or newer.

  • A working Ryubing profile containing its Config.json, keys, firmware, and any other data required to boot your games.

  • The custom Ryubing MCP Bridge release for the complete tool set.

Installation

Option A: portable release layout

  1. Download and extract the custom Ryubing build linked above.

  2. Download the matching v0.5.0 MCP package from the GitHub releases page, or clone this repository and build it with npm ci, npm run build, and npm pack.

  3. Extract the generated .tgz; its files are under the package/ directory.

  4. Place the MCP package contents beside Ryujinx.exe and install production dependencies with npm install --omit=dev.

  5. Prepare the portable/ profile directory before creating a session.

  6. Change backend to bridge in ryubing-mcp.config.json.

The resulting directory is self-contained:

ryubing-portable/
|-- Ryujinx.exe
|-- Ryujinx.dll and other Ryubing runtime files
|-- portable/                         # ready profile template copied once per title
|   |-- Config.json
|   `-- system/                       # prod.keys, title.keys, firmware/NAND data
|-- dist/
|   `-- index.js
|-- node_modules/
|-- package.json
|-- ryubing-mcp.config.json
|-- ryubing-mcp.config.schema.json
`-- mcp-sessions/                     # created automatically

Run this once inside the directory:

npm install --omit=dev
node .\dist\index.js

The second command starts an MCP stdio process and normally appears to wait; that is expected. MCP clients start and communicate with it automatically.

Option B: build from source

git clone https://github.com/Leuconoe/ryubing-mcp.git
Set-Location ryubing-mcp
npm install
npm run typecheck
npm test
npm run build

Either copy the custom Ryubing runtime/profile into this directory or keep them elsewhere and point an external JSON config at those paths.

MCP client registration

Zero-environment portable registration

When Ryujinx.exe, portable/, and the default config are beside dist/, no environment variables are required:

{
  "mcpServers": {
    "ryubing": {
      "command": "node",
      "args": ["D:/Apps/ryubing-portable/dist/index.js"]
    }
  }
}

Externally managed config

To keep runtime paths and settings outside the MCP package, inject only the config file path:

{
  "mcpServers": {
    "ryubing": {
      "command": "node",
      "args": ["D:/Apps/ryubing-mcp/dist/index.js"],
      "env": {
        "RYUBING_MCP_CONFIG": "D:/Config/ryubing-mcp.config.json"
      }
    }
  }
}

Use forward slashes or escaped backslashes in JSON paths. Restart the MCP client after changing its server registration or the Ryubing config.

Configuration file

The server loads configuration in this order:

  1. The file named by RYUBING_MCP_CONFIG.

  2. ryubing-mcp.config.json in the MCP process working directory.

  3. ryubing-mcp.config.json shipped beside the server package.

Relative portable.root paths are resolved from the directory containing the selected config. Its three child paths are then resolved from portable.root. Unknown settings and invalid values fail at startup instead of being ignored.

Complete bridge-oriented example:

{
  "$schema": "./ryubing-mcp.config.schema.json",
  "backend": "bridge",
  "portable": {
    "root": ".",
    "executable": "Ryujinx.exe",
    "profileTemplate": "portable",
    "sessionRoot": "mcp-sessions"
  },
  "bridge": {
    "host": "127.0.0.1",
    "port": 49600,
    "timeoutMs": 10000,
    "launchTimeoutMs": 120000
  },
  "managed": {
    "maxSessions": 4,
    "portStart": 49610,
    "startupTimeoutMs": 30000,
    "retention": {
      "keepLatest": 3,
      "olderThanDays": 7,
      "autoPrune": true
    }
  }
}

JSON setting

Default

Description

backend

auto

bridge for full custom-build control, patchless for the Windows fallback, or auto

portable.root

.

Base directory for the following three portable paths

portable.executable

Ryujinx.exe

Custom or unmodified Ryubing apphost; a .dll is also accepted by bridge sessions

portable.profileTemplate

portable

Ready default profile copied for each title's first managed session

portable.sessionRoot

mcp-sessions

Parent directory for isolated session profiles

bridge.host

127.0.0.1

External/default bridge host; loopback values only

bridge.port

49600

External/default bridge port

bridge.timeoutMs

10000

Timeout for each bridge request

bridge.launchTimeoutMs

120000

Longer timeout for game.launch, which may perform application discovery and decryption

managed.maxSessions

4

Concurrent managed-session limit; maximum 32

managed.portStart

49610

First port considered for managed bridge sessions

managed.startupTimeoutMs

30000

Time allowed for a newly launched emulator to become ready

managed.retention.keepLatest

3

Number of newest inactive unbound/exception profiles to retain; canonical title profiles are protected

managed.retention.olderThanDays

7

Remove inactive profiles older than this many days; active processes are never removed

managed.retention.autoPrune

true

Run the safe inactive-profile cleanup before creating and after stopping a session; explicit cleanup remains available when disabled

allowedGameDirs

omitted

Optional array of permitted game/update roots; omitted means unrestricted

To restrict launchable files, add an allowlist. Relative entries are resolved from the config directory:

{
  "allowedGameDirs": [
    "games",
    "E:/NSW/_titles/_waitng"
  ]
}

allowedGameDirs is not required. Leave it out when arbitrary absolute game paths must be usable. A configured allowlist rejects files outside its roots.

Optional environment overrides

Operational settings should normally remain in JSON. These variables exist for legacy launchers, CI, and secret injection, and override JSON when present:

Environment variable

Purpose

RYUBING_MCP_CONFIG

Select one external JSON config; normally the only injected variable

RYUBING_BACKEND

Override backend

RYUBING_CONTROL_HOST

Override external bridge host

RYUBING_CONTROL_PORT

Override external bridge port

RYUBING_CONTROL_TOKEN

Inject the external bridge bearer token without storing it in JSON

RYUBING_CONTROL_TIMEOUT_MS

Override bridge request timeout

RYUBING_GAME_LAUNCH_TIMEOUT_MS

Override the operation-specific game.launch timeout

RYUBING_ALLOWED_GAME_DIRS

Platform-delimited path allowlist override

RYUBING_EXECUTABLE

Override the managed executable path

RYUBING_PROFILE_TEMPLATE

Override the profile-template path

RYUBING_SESSION_ROOT

Override the session-root path

RYUBING_SESSION_PORT_START

Override the first managed bridge port

RYUBING_MAX_SESSIONS

Override the managed-session limit

RYUBING_SESSION_STARTUP_TIMEOUT_MS

Override managed startup timeout

Profile and session model

There are two kinds of session:

  • default represents an emulator bridge started outside this MCP server at bridge.host:bridge.port. Omitting sessionId targets it.

  • A managed session is created by ryubing_create_session. A title's first session copies the configured ready default profile, including Config.json, system/ keys, and registered firmware/NAND. Later calls for that title reuse the running process or restart the retained profile instead of cloning again.

  • Each managed profile contains .ryubing-mcp-session.json and .ryubing-mcp/logs.ndjson. The manifest records lifecycle phase, last status, launch paths, exit code, and the last error. These files are retained when a process exits so diagnostics can distinguish a game failure from an MCP or bridge connection failure.

  • Base, update, and child-program IDs belonging to one application share one title-session owner. For example, ...6000, ...6001, and ...6005 all map to the ...6000 owner. Exact patch paths and runtime evidence must still use the actual child program ID selected by the emulator.

For normal automation, use managed sessions:

  1. Call ryubing_check_environment and resolve every error before a runtime test.

  2. Call ryubing_validate_launch with the base/update paths. Resolve every error before starting a title.

  3. Call ryubing_create_session with the validated applicationId. Normally omit sessionId; the server selects title-<applicationId> and returns the existing title session when one is already active.

  4. Call ryubing_launch_game with the returned sessionId and use waitFor: "running" when the caller needs a readiness guarantee. A timeout is returned as retryable evidence by default; continue with ryubing_wait_for_state instead of issuing a second launch.

  5. Use input, screenshot, frame-sequence, and log tools with the same sessionId.

  6. If the game does not progress, call ryubing_get_diagnostics and, when sharing evidence, ryubing_export_diagnostics before stopping.

  7. Call ryubing_stop_session when finished and retain the profile for diagnosis.

Tool-level failures use a stable JSON envelope even when the MCP result has isError: true:

{
  "error": {
    "code": "SESSION_TITLE_CONFLICT",
    "message": "...",
    "retryable": false
  }
}

Callers should inspect isError and error.code before consuming the result. Timeout/readiness errors are marked retryable when the existing session can be polled safely. The managed launcher also removes MCP configuration overrides from the child emulator environment and injects only the per-session control token and launch-specific variables.

ryubing_launch_game requires an explicit sessionId, including sessionId: "default" when intentionally using an externally started bridge. This prevents a caller that created a managed session from accidentally sending the next title to the unrelated default emulator. Each normal managed session is bound to one normalized application ID, and only one canonical managed session may own that ID. Base/update paths for the same application ID can change inside that retained session; a different title is rejected with SESSION_TITLE_CONFLICT. Concurrent launches for one session are rejected with SESSION_LAUNCH_IN_PROGRESS, so a timed-out request must be observed with ryubing_wait_for_state rather than retried. Until a wait reaches a requested state, another launch is rejected with SESSION_LAUNCH_OUTCOME_UNKNOWN, even when it targets the same title.

The ready template is copied only for a title's first session, so the original default emulator profile is never rewritten. A stopped canonical title profile is automatically protected from retention and restarted in place; its copied keys, firmware, saves, title keys, and settings therefore remain available. Use removeProfile: true only when deliberately discarding that title profile. Unbound sessions and reason-authorized parallel comparison sessions remain subject to normal inactive retention so exceptions do not become another unbounded storage source. Active processes and unrecognized directories are never removed.

Patchless sessions also create a hard-linked runtime mirror, falling back to normal copies when hard links are unavailable. This gives every process an isolated Logs directory without normally duplicating the entire runtime. Native PNG files used for patchless screenshots are temporary MCP evidence and are pruned before and after each capture; returned image data remains available to the MCP caller without building an unbounded screenshots/ archive.

MCP tool reference

Most emulator-control tools accept optional sessionId; omit it only when you intentionally target an externally started default bridge. ryubing_launch_game is the exception and requires an explicit ID to prevent title/session mix-ups.

ryubing_create_session

Starts a managed process and returns its session metadata and initial status. For normal use, provide the 16-digit base applicationId and omit sessionId; the stable ID is title-<applicationId>. Repeating the call returns the running canonical session (reusedExisting=true) or restarts its retained profile (reusedProfile=true). It does not recopy the template or require keys and firmware to be injected again. reuseExisting remains only for legacy unbound profiles.

Creating an unbound session or a deliberate second session for the same title requires exceptionReason (10-500 characters), for example a simultaneous baseline/patched comparison. The reason is persisted in the owned manifest. Without it, duplicate creation fails with TITLE_SESSION_EXISTS and identifies the session to reuse.

ryubing_list_sessions

Lists the external default entry plus all managed sessions, including backend, state, PID, port where applicable, and profile directory.

ryubing_stop_session

Stops one managed process. sessionId is required. removeProfile defaults to false; setting it to true recursively removes that isolated profile after the process exits. Canonical title profiles are protected automatically so they can be restarted without key/firmware setup. protectProfile: true remains useful for unbound or exception sessions whose evidence must survive automatic retention. The external default session cannot be stopped here.

ryubing_get_session_storage

Returns a read-only inventory of directories directly under portable.sessionRoot, including ownership classification (active, reclaimable, protected, legacy, or unconfirmed) and byte estimates. Owned entries also expose applicationId and any duplicateTitleReason, making pre-existing same-title profiles identifiable before explicit removal. Directories without a matching MCP manifest are reported but never removed by automatic cleanup.

ryubing_cleanup_sessions

Lists or removes inactive managed profiles under portable.sessionRoot. dryRun defaults to true; set it to false only after reviewing the matched session IDs, paths, and byte estimate. The default policy keeps the newest three inactive profiles and removes profiles beyond that count or older than seven days. Canonical title profiles are excluded; remove one explicitly with ryubing_stop_session(removeProfile=true) when it is no longer needed. The cleanup tool only accepts MCP manifests directly under the configured session root, skips active PIDs, and never scans games, saves, keys, firmware, patches, or arbitrary directories. It still works when managed.retention.autoPrune is disabled.

Ryubing/Eden workspace cleanup skill

The repository includes skills/nsw-workspace-cleanup for shared title workspaces used by Ryubing MCP and Eden MCP. Cleanup is inferred from the complete handoff chain, exact paths and hashes, title/project IDs, ownership manifests, active PIDs, and pending review state. Names such as tmp, copy, old, or a timestamp and duplicate hashes are never deletion authority by themselves.

The bundled collector is read-only and rejects --apply/--delete. Supply the title or repository roots, both emulators' relevant handoffs, and their session roots when applicable:

node .\skills\nsw-workspace-cleanup\scripts\build-cleanup-context.mjs `
  --root "E:\NSW\_titles\Title [0100000000000000]" `
  --handoff "D:\workspace\____personal____\ryubing-mcp\HANDOFF.md" `
  --handoff "D:\workspace\____personal____\eden-mcp\HANDOFF.md" `
  --session-root "ryubing=E:\NSW\_tools\Ryubing\mcp-bridge-v0.1.0\sessions" `
  --session-root "eden=E:\NSW\_tools\Eden\mcp-v0.4.0\sessions" `
  --json

Use the resulting snapshot to generate cleanup-plan.v1 with exact KEEP, REVIEW, and ELIGIBLE_AFTER_APPROVAL records. A failed candidate can still be the only evidence for an open diagnosis; an artifact referenced by either emulator remains protected. If the inventory is truncated, a handoff is missing, or title/session ownership conflicts, the plan must be BLOCKED. Actual cleanup requires a separate user approval of exact instruction IDs and a fresh matching snapshot. Prefer each emulator's MCP retention tools for owned sessions and diagnostic bundles.

ryubing_get_status

Returns protocol/emulator version, process ID, state, title ID/name, and frame dimensions where available. States are idle, loading, running, paused, or stopping.

ryubing_get_capabilities

Returns the emulator-mcp-capabilities contract version 1.0 for the selected session. It explicitly reports bridge-only analog/touch/multi-touch support, available launch/capture/diagnostic operations, and current limitations. The same default-session contract is available through the emulator://ryubing/capabilities MCP resource for clients that discover capabilities before selecting a tool.

ryubing_check_environment

Checks the managed executable, profile template, Config.json, standard system/prod.keys and system/title.keys locations, registered firmware, allowlisted game roots, session-root write access, and the selected session. The result has overall: "ok", "warning", or "error" plus a checks array; it does not read or return key contents. Set probeControl: true to query the selected bridge status as part of the report. This is the first tool to call when setup or firmware/key installation is uncertain.

Ryubing uses profile/system/ for keys with --root-data-dir. A legacy profile/keys/ directory is reported as a warning and is not treated as a successful standard key installation.

ryubing_press_buttons

Presses one or more buttons simultaneously and releases them after durationMs (16-10000, default 100). player is 1-8 or handheld.

Supported button names:

A B X Y L R ZL ZR PLUS MINUS L_STICK R_STICK
DPAD_UP DPAD_DOWN DPAD_LEFT DPAD_RIGHT
SL_LEFT SR_LEFT SL_RIGHT SR_RIGHT

Patchless mode accepts only Player 1/handheld and maps these names through the WindowKeyboard bindings in the copied profile's Config.json.

ryubing_set_sticks

Sets any supplied leftX, leftY, rightX, or rightY coordinate in the inclusive range -1 to 1. At least one axis is required. durationMs: 0 retains the state; a positive duration up to 60000 resets both sticks afterward. Requires the custom bridge build.

ryubing_touch

Sends tap, long_press, or swipe using Switch logical-screen coordinates: x 0-1279 and y 0-719. A swipe also requires endX and endY. durationMs is 16-10000. Requires the custom bridge build.

ryubing_take_screenshot

Returns metadata plus MCP image content. Bridge mode accepts png or jpeg and JPEG quality 1-100. Patchless mode accepts PNG only, invokes Ryubing's screenshot hotkey, and waits for the renderer PNG in the session profile. Before bridge capture, the MCP checks control.status and requires non-zero frameWidth/frameHeight; an early request returns retryable SCREENSHOT_NOT_READY without calling the renderer capture path.

ryubing_get_logs

Reads up to 2000 entries (limit, default 200). Levels are trace, debug, info, notice, warning, error, and critical. Pass the returned nextCursor as the next call's cursor to receive newer entries only. The optional contains value performs a case-insensitive match against each entry's category and message and returns filter metadata while preserving the source cursor.

ryubing_get_diagnostics

Collects a shareable JSON report without stopping or restarting the emulator. It includes a reportVersion, capture time, selected session metadata, runtime backend/platform, status, the requested trace-to-error log window, cursor/truncation state, level counts, repeated-message first/last cursors, and up to 100 warning/error/negative-log events with surrounding context. It still returns logs when status collection fails; the errors object identifies which part failed.

The focus argument prioritizes one of the common failure patterns:

focus

What it looks for

game_load_failure

stuck loading/stopping state and boot/load/guest errors

patch_loop

repeated patch/mod/LayeredFS/RomFS/ExeFS/retry messages

video_loop

repeated video/movie/cutscene/NVDEC/codec/decoder messages

patch_not_applied

explicit missing, skipped, disabled, invalid, or failed patch messages

all

all four heuristic categories (default)

Hints are evidence-based heuristics, not a proof of the root cause. Each hint contains summary, bounded evidence, and recommendations; a focused call with no matching signature returns a low-confidence “inconclusive” hint rather than an empty result. Always pass the original logs.entries, observations.events, and observations.repeatedMessages to the report when escalating an issue. A useful capture is:

{
  "sessionId": "qa-01",
  "cursor": "0",
  "limit": 2000,
  "minimumLevel": "trace",
  "focus": "all"
}

Capture a fresh diagnostic after the failure, before launching another title or deleting the managed profile; the retained profile and cursor make repeated failures comparable.

When the managed process has already exited, the tool falls back to the manifest's last status and the persisted NDJSON log. The report exposes sources.status (live or manifest) and sources.logs (live or persisted) and adds a warning instead of hiding the original failure behind ECONNREFUSED.

ryubing_export_diagnostics

Collects the same report and writes report.json, the captured logs.ndjson, and a SHA-256 manifest.json under the selected managed profile's .ryubing-mcp/diagnostics/<timestamp>-<pid>/ directory. The result includes the exact paths, byte count, and redaction count. Absolute paths and secret-like fields or inline values are redacted by default. Export is local-only; game contents, screenshots, keys, firmware, and environment variables are not copied. Only set redact: false when the bundle remains on the same trusted machine.

ryubing_get_runtime_metrics and ryubing_advise_compatibility

The metrics tool summarizes bounded FPS and frame-time samples plus shader and video-failure signals found in structured logs. Missing counters remain null or empty instead of being estimated. The advisor combines those metrics with diagnostic hints and returns reversible, one-variable experiments with their reason, tradeoff, and rollback. It never changes emulator settings.

ryubing_list_artifacts and ryubing_cleanup_artifacts

Artifact listing is limited to Ryubing MCP's exact diagnostic-directory naming convention. Cleanup applies age and keep-latest retention to the same bounded set and defaults to dryRun: true. It does not scan or delete games, managed profiles, saves, patches, keys, firmware, or arbitrary user files.

ryubing_capture_sequence

Captures 2-12 frames at a bounded interval (50-10000 ms). The metadata includes SHA-256 hashes, dimensions, optional bridge frame numbers, byte sizes, and changedFromPrevious. It classifies exact-byte sequences as frozen, periodic, or moving and reports the period and compared pairs. Image blocks are included only while the total payload is under 24 MiB. Exact PNG/JPEG hashes are strong evidence for identical output but less tolerant than Eden MCP's grayscale perceptual comparison; compression differences can make equivalent frames appear changed.

ryubing_run_input_script

Validates all operations before sending the first input, then executes up to 100 wait, buttons, sticks, touch, or wait_frame_change steps. The declared wait/hold/timeout budget is limited to five minutes. Each result contains the operation, duration, success, and result or failure. Stick players touched by the script are reset to zero after failure and by default after completion.

{
  "sessionId": "qa-01",
  "steps": [
    {"op":"buttons","buttons":["L","R"],"player":1,"durationMs":120},
    {"op":"buttons","buttons":["A"],"player":1,"durationMs":80},
    {"op":"wait_frame_change","timeoutMs":10000,"pollMs":500}
  ]
}

Patchless sessions support wait, buttons, and screenshot-based frame checkpoints. Stick and touch steps return the existing explicit Pending error and the script preserves completed-step evidence.

ryubing_validate_launch

Performs the launch checks without starting Ryubing: path allowlist and extension, file/directory metadata, filename title-ID hints, and base/update compatibility. overall: "error" blocks ryubing_launch_game; warnings are non-fatal but should be reviewed.

ryubing_inspect_patch

Scans an unpacked patch directory without modifying it. It reports title-ID hints, romfs/exefs/LayeredFS markers, patch archive extensions, duplicate relative paths, file count, and total bytes. This is a layout check only; it does not decrypt NCA files or prove that a translation rendered in-game.

For the current Ryubing profile layout, install mods under mods/contents/<program-id>/<mod-name>/romfs|exefs, or Atmosphere-compatible content under sdcard/atmosphere/contents/<program-id>/. A legacy load/ directory is not searched by this build. In a multi-program title, <program-id> is the exact child ID that consumes the patch, not necessarily the base application ID used for session ownership.

ryubing_validate_font_atlas

Runs a read-only before/after check for a translated PNG font atlas. Supply the original atlas, candidate atlas, a JSON glyph map, and the translated text sample used for required glyph coverage. The map can be a single glyphs array, separate reference/candidate arrays, or section objects with glyphs and kernings. Each glyph identifies one Unicode code point and its x, y, width, height, optional advance, baseline, and signed offsetX/offsetY (xOffset/yOffset aliases are accepted). Kerning records identify first, second, and signed amount values.

The harness fails on canvas or pixel-format changes, missing alpha, duplicate or overlapping rectangles, out-of-bounds glyphs, empty/clipped candidate glyphs, position/advance/baseline/offset/kerning drift, suspicious ink-size or occupancy changes, and missing glyphs in the supplied translated text sample. PNG and map sizes, decompression output, glyph count, rectangle work, and overlap comparisons are bounded to keep malformed inputs from exhausting the MCP process.

A clean first run is PENDING_USER_REVIEW and returns approval.reviewToken. That token binds the reference PNG, candidate PNG, glyph-map JSON, translated text, and tolerances. After the user approves the exact before/after evidence, rerun with approvedReviewToken set to that token. Any artifact or parameter change invalidates it with APPROVAL_TOKEN_MISMATCH; a boolean approval flag is not accepted. This static PASS is still not a runtime or release PASS.

Example glyph map:

{
  "reference": [{"codePoint":"U+AC00","x":2,"y":2,"width":32,"height":40,"advance":32,"baseline":30,"offsetY":-2}],
  "candidate": [{"codePoint":"U+AC00","x":2,"y":2,"width":32,"height":40,"advance":32,"baseline":30,"offsetY":-2}],
  "referenceKernings": [{"first":"U+AC00","second":"U+B098","amount":-1}],
  "candidateKernings": [{"first":"U+AC00","second":"U+B098","amount":-1}]
}

Keep failed candidates and the returned SHA-256 values in the title-local QA evidence. Fix the atlas in a new temporary staging path, rerun the harness, and request user review again; never overwrite the only reference/candidate pair.

ryubing_launch_game

sessionId is required. Use the returned ID from ryubing_create_session, or use the literal default only when the external bridge is the intended target. The server checks the bridge state before launching, serializes launches per session, and verifies any reported title ID against the requested application. Once a session has a launch identity, switching to another title is blocked. A different base/update path with the same normalized application ID stays in that title's existing session.

Launches an absolute .xci, .nsp, .nca, .nro, or unpacked game directory. Optional updatePath must be a matching update .nsp. The update applies only to the isolated session. Supply the 16-digit hexadecimal applicationId when the update filename does not expose a title ID.

For a user-owned encrypted dump that requires an external title key, either call ryubing_inject_title_key first or pass the same object as titleKey on ryubing_launch_game:

{
  "sessionId": "qa-01",
  "basePath": "E:/Games/Example.nsp",
  "titleKey": {
    "rightsId": "00112233445566778899AABBCCDDEEFF",
    "key": "FFEEDDCCBBAA99887766554433221100"
  }
}

Both values must be exactly 32 hexadecimal characters. Injection is limited to an idle isolated managed session and atomically merges into that session's system/title.keys; the external default profile and profile template are never changed. The key itself is not returned. Repeating the same pair is a no-op. A different key for an existing Rights ID fails with TITLE_KEY_CONFLICT unless overwrite: true is included. Ryubing reloads the session key set as the title is initialized, so launch-time injection does not require restarting the managed process.

waitFor defaults to "accepted" for compatibility. Set it to "running" to poll the selected bridge until control.status.state is running; the bounded waitTimeoutMs (default managed.startupTimeoutMs) returns targetReached=false, timedOut=true, and retryable=true without stopping the selected process. Set keepRunningOnTimeout=false only when legacy tool error behavior is required. bridge.launchTimeoutMs is a separate, longer timeout for the launch RPC itself.

If that RPC deadline expires before the bridge acknowledges the launch, the default result is also non-terminal: launch.accepted is "unknown", launch.requestTimedOut=true, and retryable=true. This does not prove that the emulator rejected the game. Keep the owned process, poll ryubing_wait_for_state, and collect diagnostics from that session. Do not issue a second game.launch while the first request's outcome is unknown; SESSION_LAUNCH_OUTCOME_UNKNOWN remains active until a state wait reaches its target or the session is stopped/recreated.

ryubing_wait_for_state

Continues polling the existing selected session for idle, loading, running, paused, or stopping without sending another game.launch. Use it after a retryable launch timeout. The response includes the last status/error, elapsed time, and whether another wait remains safe.

Example call arguments:

{
  "sessionId": "qa-01",
  "basePath": "E:/NSW/_titles/_waitng/Example [0100000000000000].xci",
  "updatePath": "E:/NSW/_titles/_waitng/Example Update [0100000000000800].nsp",
  "applicationId": "0100000000000000"
}

Full bridge security model

  • The bridge binds only to 127.0.0.1, ::1, or localhost; remote network control is deliberately unsupported.

  • Managed bridge sessions choose separate ports and generate a cryptographically random token for each process.

  • On Windows the token is passed through a per-session token file rather than a visible command-line argument.

  • The MCP server validates protocol version 0.1, input ranges, paths, response IDs, screenshot encoding, and screenshot size.

  • Keep MCP access local and do not expose stdio or bridge ports through an unauthenticated network proxy.

Patchless behavior and limitations

Patchless mode is a compatibility implementation, not the complete control protocol. It:

  • Detects PID, emulator version, title name, and title ID from the process and Ryubing window title.

  • Delivers configured digital keyboard keys directly to the Ryubing window.

  • Uses Ryubing's configured screenshot hotkey and returns the new PNG.

  • Parses the latest isolated runtime log using a numeric cursor.

  • Writes a session-local games/<titleId>/updates.json when an update is used, then restarts Ryubing with the base game path.

  • Returns a clear Pending error for analog-stick and touch requests.

Because it relies on native window/input behavior, keyboard bindings must exist and security or overlay software may interfere. Switch to backend: "bridge" before treating input automation as release-quality evidence.

Troubleshooting

First response for any abnormal gameplay

Do not immediately restart, delete the profile, or apply another patch. Preserve the failing session so its cursor and profile remain useful:

  1. Call ryubing_check_environment({"sessionId":"qa-01","probeControl":true}).

  2. Call ryubing_get_status({"sessionId":"qa-01"}).

  3. Call ryubing_get_diagnostics with cursor: "0", limit: 2000, minimumLevel: "trace", and the most relevant focus value below.

  4. Save the complete JSON response, emulator build, firmware version, title ID, base/update paths, session ID, and the fresh screenshot separately.

  5. Only then restart the title or try one controlled change.

The diagnostic hints are heuristics. A loader message, a running process, or a successful patch copy alone does not prove that the game reached the expected screen or that Korean data was rendered.

Game does not load or remains on loading

Run ryubing_validate_launch first and resolve any title-ID mismatch. Then use focus: "game_load_failure". Check the environment report first: the executable, profile, system/prod.keys, system/title.keys, and registered firmware must be present. Confirm the base path exists and that an update is matched to the base title. If the update filename does not contain the base title ID, pass applicationId explicitly. Compare status.state, titleId, and the last load/guest/error entries in the diagnostic report.

Wrong patch causes a loop or prevents progression

Run ryubing_inspect_patch on each candidate and keep its output with the report. Then use focus: "patch_loop". Inspect observations.repeatedMessages and the patch_loop evidence rather than only the final error. Keep exactly one enabled patch candidate for the selected title root, verify the consumer title ID, and restart the title after changing patch files. A retained managed profile should be used for the before/after comparison; do not mix a default profile log with a managed-session result.

Video or cutscene repeats instead of progressing

Use ryubing_capture_sequence first, then focus: "video_loop" and the complete diagnostic log window. Look for repeated NVDEC, codec, decoder, movie, cutscene, media, or frame messages. Separate a video decoder failure from a patch loop: the process can remain running while the render surface is not advancing. Record the title ID, firmware, graphics backend, and whether the same scene repeats after a clean unpatched launch.

Patch exists but Korean data is not displayed

Use focus: "patch_not_applied". Verify that the patch is staged under the actual consumer title ID, that only the intended candidate is enabled, and that the managed profile is the profile being launched. Restart the title after staging; LayeredFS/ExeFS or file-copy messages are not proof that the selected translation reached the rendered text. Compare a baseline capture with a fresh patched capture and retain both diagnostic reports.

Keys or firmware were installed manually but the game still fails

For a --root-data-dir profile, Ryubing reads key files from <profile>/system/, not <profile>/keys/. Use the environment report to detect the legacy location. Supply a real firmware ZIP containing NCA entries; an incomplete archive or an unrelated executable ZIP will fail before installation. New titles receive the corrected ready template automatically. An existing canonical title session intentionally retains its own working copy to avoid repeated key/firmware setup; correct that profile in place, or explicitly stop it with removeProfile: true and create it again with the same applicationId when a full reset is intended.

Ryubing MCP config file not found

Check RYUBING_MCP_CONFIG, use an absolute path, and remember that JSON paths need forward slashes or escaped backslashes.

Managed executable or profile does not exist

Confirm portable.root, portable.executable, and portable.profileTemplate. The executable must be a file and the template must already be a usable directory. sessionRoot is created automatically.

Bridge startup/readiness timeout

Verify that the executable is the custom bridge release and that config uses backend: "bridge". Increase managed.startupTimeoutMs for slow firmware/game startup. The managed session searches available loopback ports beginning at managed.portStart.

Pending: analog stick or Pending: touchscreen

The session is using patchless mode. Install the custom build and explicitly set backend to bridge.

Patchless button is unbound or unsupported

Open the template profile in Ryubing and configure Player 1 WindowKeyboard bindings so new titles inherit them. For an existing canonical title session, either update its copied Config.json or explicitly remove and recreate that title profile.

Patchless screenshot times out

Confirm the screenshot hotkey in Config.json is bound and that Ryubing can write PNG files under the session profile's screenshots/ directory.

Game path is rejected

Use an absolute supported path. If allowedGameDirs is present, the real file must be inside one of those directories. Remove the setting to allow all paths.

Update title ID cannot be inferred

Pass the base game's 16-digit applicationId explicitly. Do not pass the update title ID ending in the update suffix.

Old session directory already exists

Call ryubing_create_session with the same applicationId; a canonical title profile is restarted in place automatically. reuseExisting: true is only for legacy unbound profiles. If an intentional reset is required, remove the previous session through ryubing_stop_session with removeProfile: true and then create it again. Directories without a valid MCP manifest are never deleted automatically.

Emulator exits without an error log

When a managed process exits with exitCode: null and the persisted log has no error or critical entry, diagnostics label the result as an inconclusive runtime anomaly. A briefly reported child program, connection refusal after exit, or absence of patch-loader records does not prove that the title or patch failed. Preserve the session, collect diagnostics, and require an exact child program plus PatchExeFS/PatchRomFS evidence before assigning a patch verdict.

Verification and development

Run the local quality checks:

npm run typecheck
npm test
npm run build

With an external bridge already running at the configured default endpoint:

npm run smoke:live

For two managed patchless processes, configure the managed paths and set RYUBING_LIVE_BASE_A, RYUBING_LIVE_UPDATE_A, and RYUBING_LIVE_BASE_B before running:

npm run smoke:parallel

The smoke tests require user-owned games and are not part of the normal unit test run.

For a read-only preflight matrix over a directory such as E:/NSW/_titles/_waitng, set the directory outside the MCP process config and run:

$env:RYUBING_GAME_MATRIX_DIR = 'E:\NSW\_titles\_waitng'
npm run qa:matrix

The matrix reports one ryubing_validate_launch result per .xci, .nsp, .nca, or .nro file. It does not launch games or copy/modify their files; use it before a controlled runtime matrix with one retained managed profile per title.

Releases and source

License

This MCP server is licensed under the MIT License. Ryubing and its dependencies retain their respective licenses.

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