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dmang-dev

mcp-dolphin

dolphin_set_wiimote_pointer

Sets the Wii Remote IR pointer position to normalized coordinates for menu navigation in Wii titles.

Instructions

PURPOSE: Set the Wii Remote's IR pointer position on the given port. USAGE: Use for menu navigation in Wii titles that aim via the Remote (Wii Sports, Smash Bros menus, House of the Dead, etc.). Coordinates are normalised floats; the exact useful range depends on the game's calibration but typically (-1.0, -1.0) is top-left and (1.0, 1.0) is bottom-right relative to the sensor bar zone. To hold a position across multiple frames call repeatedly — Felk's helper uses ClearOn::NextFrame semantics. BEHAVIOR: DESTRUCTIVE to pointer state for the addressed port. Sets the IR X+Y for the next render frame. Combine with dolphin_press_wiimote_buttons for click-and-aim sequences. RETURNS: 'Set Wii Remote port N pointer to (x, y)'.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
portNoWii Remote port (0-3, default 0).
xYesIR pointer X. Float, typically -1.0..1.0 horizontal.
yYesIR pointer Y. Float, typically -1.0..1.0 vertical.

Implementation Reference

  • Tool definition (name + description + inputSchema) for dolphin_set_wiimote_pointer. Defines required float params x and y, optional port, and describes IR pointer semantics with -1..1 normalised coordinates.
    {
      name: "dolphin_set_wiimote_pointer",
      description:
        "PURPOSE: Set the Wii Remote's IR pointer position on the given port. " +
        "USAGE: Use for menu navigation in Wii titles that aim via the Remote (Wii Sports, Smash Bros menus, House of the Dead, etc.). Coordinates are normalised floats; the exact useful range depends on the game's calibration but typically `(-1.0, -1.0)` is top-left and `(1.0, 1.0)` is bottom-right relative to the sensor bar zone. To hold a position across multiple frames call repeatedly — Felk's helper uses ClearOn::NextFrame semantics. " +
        "BEHAVIOR: DESTRUCTIVE to pointer state for the addressed port. Sets the IR X+Y for the next render frame. Combine with dolphin_press_wiimote_buttons for click-and-aim sequences. " +
        "RETURNS: 'Set Wii Remote port N pointer to (x, y)'.",
      inputSchema: {
        type: "object",
        required: ["x", "y"],
        properties: {
          port: { type: "integer", minimum: 0, maximum: 3, description: "Wii Remote port (0-3, default 0)." },
          x:    { type: "number", description: "IR pointer X. Float, typically -1.0..1.0 horizontal." },
          y:    { type: "number", description: "IR pointer Y. Float, typically -1.0..1.0 vertical." },
        },
        additionalProperties: false,
      },
  • Handler/case branch in the CallToolRequestSchema switch. Extracts port (default 0), x, y from arguments, calls dol.call('controller.set_wiimote_pointer', [port, x, y]) on the DolphinClient, and returns a success message.
    case "dolphin_set_wiimote_pointer": {
      const port = (p.port as number | undefined) ?? 0;
      const x = p.x as number, y = p.y as number;
      await dol.call("controller.set_wiimote_pointer", [port, x, y]);
      return ok(`Set Wii Remote port ${port} pointer to (${x}, ${y})`);
    }
  • src/tools.ts:488-491 (registration)
    The registerTools function registers the entire TOOLS array (including dolphin_set_wiimote_pointer) via ListToolsRequestSchema, and the call handler via CallToolRequestSchema on the MCP server.
    export function registerTools(server: Server, dol: DolphinClient): void {
      server.setRequestHandler(ListToolsRequestSchema, async () => ({ tools: TOOLS }));
    
      server.setRequestHandler(CallToolRequestSchema, async (req) => {
  • Python bridge helper function _set_wiimote_pointer. Calls Felk's controller.set_wiimote_pointer(port, x, y) API, which uses ClearOn::NextFrame semantics (resets after one render frame).
    def _get_wiimote_pointer(p):           return controller.get_wiimote_pointer(p[0])
    def _set_wiimote_pointer(p):           controller.set_wiimote_pointer(p[0], p[1], p[2]); return None
  • Maps the RPC method string 'controller.set_wiimote_pointer' to the _set_wiimote_pointer function in the bridge's HANDLERS dispatch table.
    "controller.get_wiimote_pointer":          _get_wiimote_pointer,
    "controller.set_wiimote_pointer":          _set_wiimote_pointer,
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description fully covers behavior: it declares the tool 'DESTRUCTIVE to pointer state,' explains coordinate normalization and typical range, and mentions ClearOn::NextFrame semantics for holding positions across frames. This provides rich behavioral insight.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is well-structured with labeled sections (PURPOSE, USAGE, BEHAVIOR, RETURNS), making it easy for an agent to parse. It's concise enough to be informative without unnecessary words.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given no output schema, the description provides a return string example. It covers input parameters, usage context, and behavioral traits. It could mention error handling or prerequisites (e.g., Dolphin must be running), but overall is sufficiently complete.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100% (all parameters documented), but the description adds value by explaining that coordinates are normalised floats, typical range, and that port defaults to 0. It also clarifies the need to call repeatedly to hold position, which is beyond schema detail.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description begins with 'PURPOSE: Set the Wii Remote's IR pointer position on the given port,' which clearly states the action and resource. It distinguishes from sibling tools like dolphin_set_wiimote_acceleration by focusing on pointer position and provides example game titles for context.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The USAGE section explicitly lists use cases (menu navigation in Wii titles) and suggests combining with dolphin_press_wiimote_buttons for click-and-aim sequences. While it doesn't explicitly state when not to use or list alternatives, the sibling tools are differentiated by their functions.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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