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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{
  "listChanged": true
}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
press_buttonA

Press a GBA button and return a screenshot of the result.

Args: button: The button to press (A, B, START, SELECT, UP, DOWN, LEFT, RIGHT, L, R) hold_frames: Number of frames to hold the button (default 10, ~167ms)

press_buttonsA

Press a sequence of buttons and return a screenshot after the last one.

Useful for menu navigation like selecting options or entering text.

Args: sequence: List of button presses. Each entry: {"button": "A", "hold_frames": 10, "release_frames": 5} hold_frames defaults to 10, release_frames defaults to 5.

get_screenshotB

Capture the current game screen without pressing any buttons.

get_game_stateA

Read the full game state from RAM.

Returns a summary of: player location, badges, money, party Pokemon (species, level, HP, moves), and whether a battle is active.

get_partyA

Get detailed info about all party Pokemon.

Returns species, level, HP, stats, moves with PP, IVs, and friendship for each Pokemon in the party.

get_battle_stateA

Get current battle information.

Returns your active Pokemon's HP and moves with PP, and the enemy Pokemon's species, level, and HP. Returns a message if not in battle.

save_stateB

Save the emulator state to a slot.

Args: slot: Save slot number (1-9)

load_stateA

Load an emulator state from a slot and return a screenshot.

Args: slot: Save slot number (1-9)

wait_framesA

Wait for a number of frames without input, then screenshot.

Useful for waiting through animations, text, or transitions. At ~60fps, count=60 is approximately 1 second.

Args: count: Number of frames to wait (default 60)

hold_buttonA

Hold a button for an extended period and return a screenshot.

Different from press_button in that it's designed for longer holds like walking multiple tiles or fast-forwarding text with B held.

Args: button: The button to hold frames: Number of frames to hold (default 30, ~500ms)

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

A4/5.0

Scored across 10 tools

Disambiguation5/5

Each tool has a clearly distinct purpose with no overlap: get_battle_state, get_game_state, and get_party provide different scopes of game information, while press_button, hold_button, press_buttons, wait_frames, get_screenshot, save_state, and load_state handle distinct input/output operations. The descriptions explicitly differentiate tools like hold_button vs. press_button, preventing confusion.

Naming Consistency5/5

All tool names follow a consistent verb_noun pattern (e.g., get_battle_state, press_button, save_state), using snake_case throughout. The naming is predictable and readable, with no deviations in style or convention across the set.

Tool Count5/5

With 10 tools, the count is well-scoped for an emulator control server, covering core functions like state retrieval, input simulation, and save management. Each tool earns its place without redundancy, fitting a typical range for such a domain.

Completeness4/5

The tool set provides comprehensive coverage for emulator interaction, including reading game state, simulating inputs, and managing saves. A minor gap exists in lacking direct emulation control tools (e.g., reset, speed adjustment), but agents can work around this using existing tools for most workflows.

Maintenance

ActivityInactive
ResponsivenessUnresponsive