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pine_write8

Write a single unsigned byte (0-255) to an absolute memory address in the emulator for cheats, debug pokes, or game-state mutations.

Instructions

PURPOSE: Write a single unsigned byte (0-255) to the emulator's EE main address space at the given absolute address. USAGE: Use for single-byte cheats, debug pokes, and game-state mutations (give a player N lives, unlock a flag, set a counter). For 16/32/64-bit values prefer pine_write16/write32/write64 (single call instead of byte-at-a-time, and atomic from the emulator's perspective). For seeding many bytes there is no native bulk write — loop pine_write8 yourself or batch via pine_write64 on aligned regions. To roll back later use pine_save_state BEFORE the write and pine_load_state to restore. BEHAVIOR: DESTRUCTIVE: overwrites whatever was at address with no undo. The write is direct memory access — bypasses TLB protection and any DMA semantics — so writes to read-only regions (BIOS, etc.) are silently dropped by the emulator with no error. The write takes effect immediately, but visible game-state effects only appear when the emulator next ticks (so writing while paused shows changes only after unpause or frame-step). No alignment requirement for byte access. Returns an error if the connection drops or PINE returns FAIL on a wholly invalid address.

PlayStation 2 main address space landmarks (PCSX2): 0x00100000-0x01FFFFFF EE main RAM (32 MiB) — 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 'Wrote VAL_DEC (0xVAL_HEX) → ADDR_HEX'.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
addressYesAbsolute byte address in the EE main address space (NOT a per-domain offset). Pass as a number; hex literals like 0x00200000 are fine. Reads 1 consecutive byte starting here. No alignment requirement for byte access. Useful range: 0x00100000-0x01FFFFFF for EE main RAM (where 99% of game state lives). An unmapped or invalid address returns a PINE FAIL response.
valueYesByte value to write. Must be 0-255 (0x00-0xFF). Values outside this range are rejected by the schema.
Behavior5/5

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

Even without annotations, the description thoroughly discloses behavioral traits: destructive overwrite, silent drop on read-only regions, immediate effect but only visible after emulator tick, no alignment requirement, and error conditions. This fully informs the agent of side effects and constraints.

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 clear section headers (PURPOSE, USAGE, BEHAVIOR, RETURNS) and uses bullet points for address ranges. It is moderately long but each sentence earns its place, though the address list could be slightly trimmed.

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

Completeness5/5

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

Given the complexity of PS2 memory model and lack of output schema, the description covers all needed context: purpose, usage guidelines with alternatives, detailed behavior, parameter semantics, error conditions, and even the return format. It is fully self-contained.

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?

Both parameters are fully described in the schema (100% coverage), so the baseline is 3. The description adds value by providing PS2 memory landmarks for the address parameter and explicit range for value, enhancing meaning beyond the schema.

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 opens with a clear 'PURPOSE' section stating exactly what the tool does: write a single unsigned byte to the emulator's EE main address space. It distinguishes from siblings by explicitly mentioning write16/write32/write64 for larger values.

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

Usage Guidelines5/5

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

The USAGE section provides concrete scenarios (single-byte cheats, debug pokes) and explicitly states when to use alternatives (write16/32/64 for larger values). It also advises on bulk writes (loop or batch via write64) and rollback (save_state/load_state), giving clear guidance.

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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