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ppsspp_ping

Verify PPSSPP WebSocket debugger connectivity and version at session start. Returns pong with release version to confirm reachability.

Instructions

PURPOSE: Verify that the PPSSPP WebSocket debugger is reachable and responding. USAGE: Call once at start-of-session before any other tool calls; if it succeeds, the WebSocket handshake worked and PPSSPP's debugger is available. BEHAVIOR: No side effects — calls the 'version' event to learn PPSSPP's release version. Times out after ~10 seconds if PPSSPP isn't running, doesn't have 'Allow remote debugger' enabled (Settings → Tools → Developer Tools), or the host:port isn't reachable. RETURNS: Single line 'pong (PPSSPP VERSION)'.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Implementation Reference

  • Tool definition/schema for ppsspp_ping — declares name, description (PURPOSE/USAGE/BEHAVIOR/RETURNS), and empty inputSchema (no params).
    {
      name: "ppsspp_ping",
      description:
        "PURPOSE: Verify that the PPSSPP WebSocket debugger is reachable and responding. " +
        "USAGE: Call once at start-of-session before any other tool calls; if it succeeds, the WebSocket handshake worked and PPSSPP's debugger is available. " +
        "BEHAVIOR: No side effects — calls the 'version' event to learn PPSSPP's release version. Times out after ~10 seconds if PPSSPP isn't running, doesn't have 'Allow remote debugger' enabled (Settings → Tools → Developer Tools), or the host:port isn't reachable. " +
        "RETURNS: Single line 'pong (PPSSPP VERSION)'.",
      inputSchema: { type: "object", properties: {} },
    },
  • Handler for ppsspp_ping — calls PPSSPP's 'version' event via the PpssppClient and returns 'pong (PPSSPP VERSION)'.
    case "ppsspp_ping": {
      const r = await pp.call<{ version?: string; name?: string }>("version");
      return ok(`pong (${r.name ?? "PPSSPP"} ${r.version ?? "(unknown version)"})`);
    }
  • src/tools.ts:405-612 (registration)
    The registerTools function registers all tools (including ppsspp_ping) via ListToolsRequestSchema and routes calls via CallToolRequestSchema with a switch on the tool name.
    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: ${name}`);
        }
      });
  • PpssppClient.call() — the underlying WebSocket RPC method that ppsspp_ping's handler uses to send the 'version' event and await a ticketed response.
      async call<T extends Record<string, unknown> = Record<string, unknown>>(
        event: string,
        params: Record<string, unknown> = {},
      ): Promise<T> {
        // Auto-(re)connect on demand. PPSSPP can be launched, closed, relaunched
        // at any point during the MCP server's lifetime; ensureConnected() will
        // bring the socket back up (or throw a clear error if PPSSPP isn't
        // reachable). Without this, a single failed connect at MCP boot would
        // leave every subsequent tool call broken until MCP-client restart.
        await this.ensureConnected();
        return new Promise<T>((resolve, reject) => {
          const ticket = `t${this.nextTicket++}`;
          const pending: PendingCmd = {
            ticket,
            resolve: (r) => resolve(r as T),
            reject,
          };
    
          const timer = setTimeout(() => {
            this.inflight.delete(ticket);
            reject(new Error(
              `PPSSPP call "${event}" timed out (${this.timeoutMs}ms) — ` +
              `is PPSSPP running with "Allow remote debugger" enabled?`,
            ));
          }, this.timeoutMs);
          const origResolve = pending.resolve, origReject = pending.reject;
          pending.resolve = (r) => { clearTimeout(timer); origResolve(r); };
          pending.reject  = (e) => { clearTimeout(timer); origReject(e); };
    
          this.inflight.set(ticket, pending);
          const msg = JSON.stringify({ event, ticket, ...params });
          if (process.env.MCP_PPSSPP_DEBUG) {
            process.stderr.write(`[trace] TX: ${msg}\n`);
          }
          this.ws!.send(msg);
        });
      }
    }
Behavior5/5

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

No annotations provided, but description fully discloses behavior: no side effects, uses 'version' event, timeout ~10 seconds, conditions for failure. No contradictions.

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 well-structured with labeled sections (PURPOSE, USAGE, BEHAVIOR, RETURNS) and is concise without excess words.

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 no parameters and no output schema, the description covers all essential aspects: purpose, usage, behavior, and return value.

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?

Input schema has 0 parameters with 100% coverage. Description adds no parameter info because none are needed; baseline for 0 parameters is 4.

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 tool's purpose: 'Verify that the PPSSPP WebSocket debugger is reachable and responding.' It distinguishes from sibling tools that perform other actions like breakpoints, registers, etc.

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 advises to 'Call once at start-of-session before any other tool calls'. Also provides context on when it succeeds or fails.

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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