Skip to main content
Glama

ppsspp_breakpoint_remove

Removes a CPU execution breakpoint from PPSSPP's breakpoint table by address. Essential for cleaning up breakpoints during debugging; idempotent for non-existent addresses.

Instructions

PURPOSE: Remove a previously-added CPU execution breakpoint. USAGE: Clean up breakpoints when done debugging. To remove all, query ppsspp_breakpoint_list first. BEHAVIOR: Modifies PPSSPP's breakpoint table. Idempotent for non-existent breakpoints (no error). RETURNS: Single line 'Breakpoint removed at ADDR_HEX'.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
addressYesPSP execution address of the breakpoint to remove.

Implementation Reference

  • Tool schema/definition for ppsspp_breakpoint_remove. Describes purpose, behavior, and declares input schema requiring an integer 'address' parameter.
    {
      name: "ppsspp_breakpoint_remove",
      description:
        "PURPOSE: Remove a previously-added CPU execution breakpoint. " +
        "USAGE: Clean up breakpoints when done debugging. To remove all, query ppsspp_breakpoint_list first. " +
        "BEHAVIOR: Modifies PPSSPP's breakpoint table. Idempotent for non-existent breakpoints (no error). " +
        "RETURNS: Single line 'Breakpoint removed at ADDR_HEX'.",
      inputSchema: {
        type: "object",
        required: ["address"],
        properties: {
          address: { type: "integer", minimum: 0, description: "PSP execution address of the breakpoint to remove." },
        },
        additionalProperties: false,
      },
    },
  • Handler for ppsspp_breakpoint_remove — calls PPSSPP's cpu.breakpoint.remove event with the given address, then returns a confirmation string.
    case "ppsspp_breakpoint_remove": {
      await pp.call("cpu.breakpoint.remove", { address: a() });
      return ok(`Breakpoint removed at ${addrHex(a())}`);
    }
  • src/tools.ts:405-613 (registration)
    Registration: registerTools sets up the MCP server handlers. The tool is dispatched by name via CallToolRequestSchema switch-case.
    export function registerTools(server: Server, pp: PpssppClient): void {
      server.setRequestHandler(ListToolsRequestSchema, async () => ({ tools: TOOLS }));
    
      server.setRequestHandler(CallToolRequestSchema, async (req) => {
        const { name, arguments: args = {} } = req.params;
        const p = args as Record<string, unknown>;
        const a = () => p.address as number;
    
        switch (name) {
          case "ppsspp_ping": {
            const r = await pp.call<{ version?: string; name?: string }>("version");
            return ok(`pong (${r.name ?? "PPSSPP"} ${r.version ?? "(unknown version)"})`);
          }
    
          case "ppsspp_get_info": {
            const status = await pp.call<{ game?: { id?: string; title?: string; version?: string } | null; paused?: boolean; stepping?: boolean }>("game.status");
            const lines: string[] = [];
            if (status.game) {
              lines.push(`Title:   ${status.game.title ?? "(unavailable)"}`);
              lines.push(`Disc ID: ${status.game.id ?? "(unavailable)"}`);
              lines.push(`Version: ${status.game.version ?? "(unavailable)"}`);
            } else {
              lines.push("No game loaded.");
            }
            const state = status.stepping ? "stepping (paused)" : status.paused ? "paused" : "running";
            lines.push(`State:   ${state}`);
            return ok(lines.join("\n"));
          }
    
          case "ppsspp_read8": {
            const r = await pp.call<{ value: number }>("memory.read_u8", { address: a() });
            return ok(`${addrHex(a())}: ${fmtHex(r.value)}`);
          }
          case "ppsspp_read16": {
            const r = await pp.call<{ value: number }>("memory.read_u16", { address: a() });
            return ok(`${addrHex(a())}: ${fmtHex(r.value)}`);
          }
          case "ppsspp_read32": {
            const r = await pp.call<{ value: number }>("memory.read_u32", { address: a() });
            return ok(`${addrHex(a())}: ${fmtHex(r.value)}`);
          }
          case "ppsspp_read_range": {
            const r = await pp.call<{ base64: string }>("memory.read", { address: a(), size: p.size });
            const bytes = Buffer.from(r.base64 ?? "", "base64");
            const hex = Array.from(bytes).map((b) => b.toString(16).padStart(2, "0").toUpperCase()).join(" ");
            return ok(`${addrHex(a())} [${bytes.length} bytes]:\n${hex}`);
          }
          case "ppsspp_read_string": {
            const r = await pp.call<{ value: string }>("memory.readString", { address: a(), type: "utf-8" });
            return ok(`${addrHex(a())}: ${JSON.stringify(r.value ?? "")}`);
          }
    
          case "ppsspp_write8": {
            await pp.call("memory.write_u8", { address: a(), value: p.value });
            return ok(`Wrote ${fmtHex(p.value)} → ${addrHex(a())}`);
          }
          case "ppsspp_write16": {
            await pp.call("memory.write_u16", { address: a(), value: p.value });
            return ok(`Wrote ${fmtHex(p.value)} → ${addrHex(a())}`);
          }
          case "ppsspp_write32": {
            await pp.call("memory.write_u32", { address: a(), value: p.value });
            return ok(`Wrote ${fmtHex(p.value)} → ${addrHex(a())}`);
          }
          case "ppsspp_write_range": {
            const bytes = Buffer.from(p.bytes as number[]);
            const base64 = bytes.toString("base64");
            await pp.call("memory.write", { address: a(), base64 });
            return ok(`Wrote ${bytes.length} bytes → ${addrHex(a())}`);
          }
    
          case "ppsspp_press_buttons": {
            await pp.call("input.buttons.send", { buttons: p.buttons });
            const pressed = Object.entries(p.buttons as Record<string, boolean>)
              .filter(([, v]) => v).map(([k]) => k);
            return ok(`Set buttons: ${pressed.length ? pressed.join("+") : "(all released)"}`);
          }
          case "ppsspp_press_button": {
            await pp.call("input.buttons.press", { button: p.button, duration: p.duration ?? 1 });
            return ok(`Pressed ${p.button} for ${p.duration ?? 1} frames (auto-released)`);
          }
          case "ppsspp_send_analog": {
            await pp.call("input.analog.send", { stick: p.stick, x: p.x, y: p.y });
            return ok(`Set analog stick ${p.stick} to (${p.x}, ${p.y})`);
          }
    
          case "ppsspp_pause": {
            // cpu.stepping is fire-and-forget per PPSSPP source ("No immediate
            // response. Once CPU is stepping, a 'cpu.stepping' event will be
            // sent."). Send it, then poll cpu.status until stepping=true.
            await pp.fireAndForget("cpu.stepping");
            await pp.waitForState((s) => s.stepping === true);
            return ok("Emulation paused");
          }
          case "ppsspp_resume": {
            await pp.fireAndForget("cpu.resume");
            await pp.waitForState((s) => s.stepping === false);
            return ok("Emulation resumed");
          }
          case "ppsspp_step": {
            const r = await pp.call<{ pc?: number }>("cpu.stepInto");
            return ok(`Stepped one instruction. PC: ${r.pc !== undefined ? addrHex(r.pc) : "(unknown)"}`);
          }
          case "ppsspp_reset": {
            await pp.call("game.reset");
            return ok("Game reset");
          }
          case "ppsspp_screenshot": {
            // PPSSPP's gpu.buffer.* events all require CORE_STEPPING_CPU (or GPU
            // stepping) state — they fail with "Neither CPU or GPU is stepping"
            // otherwise. We transparently pause→capture→resume so callers can
            // screenshot any time without managing pause state. If the emulator
            // was already paused, we leave it paused.
            //
            // source='render' (default) uses gpu.buffer.renderColor → reads the
            // active GPU render target. Safer: GPU_GetCurrentFramebuffer hits a
            // different code path than the crash-prone GPU_GetOutputFramebuffer.
            //
            // source='output' uses gpu.buffer.screenshot → reads the final
            // composited output (what's on screen, post scaling/shaders). Can
            // CRASH PPSSPP on some games: upstream has an `_assert_(buf != nullptr)`
            // after GPU_GetOutputFramebuffer that fires when the function returns
            // true with a null buffer (observed on some homebrew). We can't catch
            // a process abort from outside, but v0.1.2's auto-reconnect means MCP
            // recovers when PPSSPP is relaunched.
            const source = (p.source as string | undefined) ?? "render";
            const event  = source === "output" ? "gpu.buffer.screenshot" : "gpu.buffer.renderColor";
            const statusBefore = await pp.call<{ stepping?: boolean; paused?: boolean }>("cpu.status");
            const wasStepping = !!statusBefore.stepping;
            if (!wasStepping) {
              await pp.fireAndForget("cpu.stepping");
              await pp.waitForState((s) => s.stepping === true);
            }
            try {
              // type: "base64" returns the raw base64 payload; the default "uri"
              // returns a "data:image/png;base64,..." prefix which we'd have to strip.
              const r = await pp.call<{ base64?: string; uri?: string }>(event, { type: "base64" });
              let b64 = r.base64;
              if (!b64 && r.uri) {
                // Belt-and-suspenders: if PPSSPP returned a URI anyway, strip the prefix.
                const m = /^data:image\/png;base64,(.*)$/.exec(r.uri);
                if (m) b64 = m[1];
              }
              if (!b64) {
                throw new Error(`PPSSPP did not return screenshot data from ${event} (no game loaded, or framebuffer not readable?)`);
              }
              return {
                content: [
                  { type: "text" as const, text: `Screenshot captured (source: ${source}, event: ${event}).` },
                  { type: "image" as const, data: b64, mimeType: "image/png" },
                ],
              };
            } finally {
              if (!wasStepping) {
                try {
                  await pp.fireAndForget("cpu.resume");
                  await pp.waitForState((s) => s.stepping === false, { timeoutMs: 2000 });
                } catch { /* best-effort */ }
              }
            }
          }
    
          case "ppsspp_get_registers": {
            // PPSSPP's cpu.getAllRegs returns categories with PARALLEL arrays:
            //   { categories: [{ name, registerNames: [...], uintValues: [...], floatValues: [...] }] }
            // Not an array of {name, value} objects as I first assumed.
            const r = await pp.call<{
              categories?: Array<{
                name: string;
                registerNames?: string[];
                uintValues?: number[];
                floatValues?: string[];
              }>;
            }>("cpu.getAllRegs");
            const lines: string[] = [];
            for (const cat of r.categories ?? []) {
              lines.push(`── ${cat.name} ──`);
              const names = cat.registerNames ?? [];
              const vals  = cat.uintValues ?? [];
              for (let i = 0; i < Math.max(names.length, vals.length); i++) {
                const nm = names[i] ?? `r${i}`;
                const v  = vals[i];
                lines.push(`  ${nm.padEnd(8)} = ${v !== undefined ? addrHex(v) : "(unavailable)"}`);
              }
            }
            return ok(lines.join("\n") || "(no registers returned)");
          }
    
          case "ppsspp_breakpoint_add": {
            await pp.call("cpu.breakpoint.add", { address: a() });
            return ok(`Breakpoint added at ${addrHex(a())}`);
          }
          case "ppsspp_breakpoint_remove": {
            await pp.call("cpu.breakpoint.remove", { address: a() });
            return ok(`Breakpoint removed at ${addrHex(a())}`);
          }
          case "ppsspp_breakpoint_list": {
            const r = await pp.call<{ breakpoints?: Array<{ address: number; enabled?: boolean; condition?: string }> }>("cpu.breakpoint.list");
            const bps = r.breakpoints ?? [];
            if (bps.length === 0) return ok("No breakpoints set.");
            const lines = bps.map((b) => `  ${addrHex(b.address)} ${b.enabled === false ? "(disabled)" : ""}${b.condition ? ` if ${b.condition}` : ""}`);
            return ok(`${bps.length} breakpoint${bps.length === 1 ? "" : "s"}:\n${lines.join("\n")}`);
          }
    
          default:
            throw new Error(`Unknown tool: ${name}`);
        }
      });
    }
  • Helper function addrHex — formats a number as an 8-digit uppercase hex address string (used in the response).
    function addrHex(n: number): string {
      return `0x${n.toString(16).toUpperCase().padStart(8, "0")}`;
    }
Behavior5/5

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

Discloses mutation ('Modifies PPSSPP's breakpoint table') and idempotency ('Idempotent for non-existent breakpoints (no error)'), which is critical for an agent. With no annotations, the description fully covers behavioral traits.

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

Conciseness5/5

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

Description is extremely concise with structured labels (PURPOSE, USAGE, BEHAVIOR, RETURNS) and no fluff. Every sentence adds value.

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 one parameter and no output schema, the description explains the return value, behavior, and usage. It is fully complete for the tool's complexity.

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

Parameters3/5

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

Schema coverage is 100% and schema already describes 'address' as a PSP execution address. Description adds no additional parameter meaning beyond that, so baseline 3 applies.

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?

Description clearly states 'Remove a previously-added CPU execution breakpoint' with specific verb and resource. It distinguishes from sibling tools like ppsspp_breakpoint_add and ppsspp_breakpoint_list.

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?

Explicitly says 'Clean up breakpoints when done debugging' and 'To remove all, query ppsspp_breakpoint_list first', providing clear context and alternative for bulk removal.

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

Install Server

Other Tools

Latest Blog Posts

MCP directory API

We provide all the information about MCP servers via our MCP API.

curl -X GET 'https://glama.ai/api/mcp/v1/servers/dmang-dev/mcp-ppsspp'

If you have feedback or need assistance with the MCP directory API, please join our Discord server