loenn-mcp-delta
Integrates with GameBanana to download and extract patterns from community mods for use in procedural generation, with attribution and tag support.
Enables Celeste map editing within GitHub Copilot (VS Code), providing tools for managing rooms, entities, triggers, decals, terrain generation, and pattern-based generation.
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@loenn-mcp-deltalist maps in my Celeste mod"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
loenn-mcp
AI-powered Celeste map editor — A Model Context Protocol (MCP) server that brings full Celeste .bin map editing to Claude, GitHub Copilot, and other MCP clients. Read, edit, analyze, generate, and preview maps without opening Lönn.
Works with Everest mods and maps from Lönn or Ahorn.
Features
87 MCP tools across 19 categories for complete map manipulation and AI-assisted design.
Core Tools
Reading & Querying
list_maps— List all.binfilesread_map_overview— Summary of rooms, entities, triggers, stylegroundsread_room— Full room details (tiles, entities, triggers, decals)get_room_tiles— Raw tile grid (FG or BG)read_map_metadata— Quick metadata without full readsearch_entities— Find entities by type, position, roomsearch_triggers— Find triggers by typecompare_rooms— Side-by-side room comparison
Editing
add_entity/remove_entity— Place or delete entitiesupdate_entity/move_entity— Modify entity properties or positionadd_trigger/remove_trigger— Place or delete triggersset_room_tiles— Replace tile gridadd_room/remove_room— Create or delete roomscreate_map— Create new.binfileupdate_room— Modify room properties (music, dark, wind, etc.)clone_room— Duplicate a roombatch_add_entities— Add multiple entities at onceresize_room— Change room dimensions
Decals & Effects
list_decals/add_decal/remove_decal— Manage foreground/background decalslist_stylegrounds/add_styleground/update_styleground/remove_styleground— Manage map effects
Definitions & Catalog
list_entity_definitions/get_entity_definition— Browse entity typeslist_trigger_definitions/get_trigger_definition— Browse trigger typeslist_effect_definitions/get_effect_definition— Browse effect types
Analysis & Insights
Basic Analysis
analyze_map— Entity counts, type breakdown, world boundsvisualize_map_layout— ASCII mini-mappreview_map_section— Detailed ASCII preview
Advanced Analysis
analyze_entity_usage— Entity stats across entire mapanalyze_difficulty— Room/map difficulty estimationfind_entity_references— Locate all instances of an entity typedetect_map_patterns— Identify design archetypes (linear, hub, etc.)analyze_room_connectivity— Adjacency graph analysis
Suggestions & Improvements
suggest_improvements— Actionable room suggestionscompare_maps— Structural diff between maps
Wiki & Caching
wiki_save/wiki_search/wiki_list/wiki_get— Persist and retrieve analysis results
Project Management
get_mod_info— Project metadata and structurevalidate_map/batch_validate_and_fix— Playability validation with auto-fixexport_room_json/import_room_json— JSON room exchange
Diffing
summarize_map_diff— Track map evolution with snapshots
Rendering
render_map_html— Interactive HTML preview (zoom, pan, search, minimap)
Procedural Generation
Pattern-Based Generation
build_pattern_library— Extract patterns from existing mapsgenerate_room_from_pattern— Generate rooms with strategy + seedingest_external_map— Download and extract patterns from GameBanana
Image & Terrain Generation
generate_map_from_image— Convert color-mapped images to playable mapsgenerate_terrain_map— Procedural maps with Perlin noise + Voronoi biomespreview_terrain_biomes— Preview biome layout before generation
Procedural Generation (Advanced)
PCGHelper Tools — MdMC/WFC tile generation
pcg_mdmc_presets— List configuration presetspcg_skeleton_generate— Layout non-overlapping room skeletonpcg_markov_fill— Fill rooms with MdMC/WFC/hybridpcg_score_room— Evaluate interestingness & difficultypcg_pipeline— One-shot end-to-end generation
Related MCP server: mcp-spritesheet-forge
Installation & Setup
Install from PyPI
pip install loenn-mcpOr from source:
git clone https://github.com/Maggy-Studio/loenn-mcp
cd loenn-mcp
pip install -e .Connect to Claude Desktop
Add to claude_desktop_config.json:
{
"mcpServers": {
"loenn-mcp": {
"command": "python",
"args": ["-m", "loenn_mcp.server"],
"env": {
"LOENN_MCP_WORKSPACE": "/absolute/path/to/your/mod"
}
}
}
}Connect to GitHub Copilot (VS Code)
Add to .vscode/mcp.json:
{
"servers": {
"loenn-mcp": {
"type": "stdio",
"command": "python",
"args": ["-m", "loenn_mcp.server"],
"env": {
"LOENN_MCP_WORKSPACE": "${workspaceFolder}"
}
}
}
}Preview Maps Locally
python -m loenn_mcp.preview_map Maps/01_City_A.bin
python -m loenn_mcp.preview_map Maps/01_City_A.bin g- # filter by prefixThe interactive HTML preview supports zoom, pan, room details, search, and minimap with keyboard shortcuts.
Procedural Generation
Generation Strategies
Strategy | Description |
| Mix of exploration and challenge (default) |
| Open spaces, gentle platforming, few hazards |
| Dense tiles, many hazards, tight jumps |
| Linear path, minimal platforms, fast flow |
Model Profiles
Profile | Behavior | Use Case |
| Random seed each call | Maximum variety |
| Stable seed from strategy | Reproducible layouts |
| Random seed | Emphasis on shape/connectivity |
Quick Start Example
# 1. Build pattern library from existing maps
build_pattern_library()
# 2. Create a new map
create_map("Maps/PCG/Generated.bin", "PCG/Generated")
# 3. Generate rooms
generate_room_from_pattern(
map_path="Maps/PCG/Generated.bin",
room_name="a-01",
strategy="exploration",
seed=42,
model_profile="deterministic"
)
# 4. Validate and preview
validate_room("Maps/PCG/Generated.bin", "a-01")
render_map_html("Maps/PCG/Generated.bin")Seeded Generation
Use seed=<int> + model_profile="deterministic" for reproducible output:
# Both calls produce identical rooms
generate_room_from_pattern(..., strategy="challenge", seed=1234, model_profile="deterministic")
generate_room_from_pattern(..., strategy="challenge", seed=1234, model_profile="deterministic")GameBanana Integration
Download and extract patterns from community mods:
# Dry-run (preview only)
ingest_external_map(
source_url="https://gamebanana.com/mods/53774",
attribution="Spring Collab 2020",
confirm_download=False
)
# Download and extract
ingest_external_map(
source_url="https://gamebanana.com/mods/53774",
attribution="Spring Collab 2020 (various authors)",
confirm_download=True,
tags="community,expert"
)Patterns are saved to PCG/Datasets/ with attribution. Always verify mod licenses permit derivative use.
Image-to-Map Conversion
Convert color-mapped images directly into playable Celeste maps. Each pixel becomes one 8×8 tile.
Default Color Mapping
Color | Hex | Maps to |
Black |
| Solid tile |
White |
| Air (empty) |
Red |
| Spike hazard |
Green |
| Player spawn |
Blue |
| Jump-through platform |
Yellow |
| Strawberry |
Magenta |
| Spring |
Cyan |
| Refill crystal |
Orange |
| Crumble block |
Grey |
| Background solid |
Usage
# Basic conversion
generate_map_from_image(image_path="Assets/my_level.png")
# Custom colors and scale
generate_map_from_image(
image_path="Assets/large_map.png",
output_path="Maps/Custom/level.bin",
scale=4, # 4×4 pixel blocks → 1 tile
color_map_json='{"#FF0000":"solid","#00FF00":"spawn"}'
)Requires Pillow: pip install loenn-mcp[image]
Seeded Terrain Generation
Generate complete maps with Perlin noise and Voronoi biomes. Inspired by AliShazly/map-generator.
Biomes
Biome | Terrain |
| Dense tiles, tight platforms, spikes |
| Moderate density, many platforms, springs |
| Open spaces, gentle platforms, collectibles |
| Sparse tiles, jump-throughs, refills |
| Enclosed, crumble blocks, dark rooms |
| Sparse platforms, wind effects |
Quick Example
# Generate a 4×3 map with seed 42
generate_terrain_map(seed=42, difficulty=3, width_rooms=4, height_rooms=3)
# Preview biome layout before generating
preview_terrain_biomes(seed=42, width_rooms=4, height_rooms=3)
# Output:
# [P] [^] [^] [F]
# [~] [P] [^] [M]
# [C] [~] [P] [F]Parameters
Parameter | Default | Description |
| -1 (random) | Integer seed for reproducible output |
| 4 | Rooms horizontally |
| 3 | Rooms vertically |
| 8.0 | Perlin noise frequency (lower = smoother) |
| 12 | Number of biome region centres |
| all | Comma-separated biome names |
| 3 | 1-5 scale for hazard density |
Analysis & Insights
Advanced analysis tools for map design, difficulty, and patterns.
Quick Examples
# Analyze difficulty
analyze_difficulty(map_path="Maps/MyMod/1-City.bin")
# Detect gameplay patterns
detect_map_patterns(map_path="Maps/MyMod/1-City.bin")
# → "standard-level (7-15 rooms)", "linear-horizontal", "checkpointed"
# Get room suggestions
suggest_improvements(map_path="Maps/MyMod/1-City.bin", room_name="lvl_a-01")
# Track map evolution
summarize_map_diff(map_path="Maps/MyMod/1-City.bin") # save snapshot
# ... edit map ...
summarize_map_diff(map_path="Maps/MyMod/1-City.bin") # show diff
# Cache results for instant re-use
wiki_save(key="city_difficulty", content="Avg 4.2/10, 3 hard rooms", tags="analysis")
wiki_search(query="difficulty")
# Batch validation
batch_validate_and_fix(map_path="Maps/MyMod/1-City.bin", auto_fix=True)
# Search and clone
search_entities(map_path="Maps/MyMod/1-City.bin", entity_type="strawberry")
clone_room(map_path="Maps/MyMod/1-City.bin", source_room="lvl_a-01", new_name="lvl_a-01-copy")
# Export/import rooms
export_room_json(map_path="Maps/MyMod/1-City.bin", room_name="lvl_a-01")
import_room_json(map_path="Maps/MyMod/2-Resort.bin", json_path="Export/lvl_a-01.json")Wiki Cache
Analysis results persist in .loenn_mcp_wiki/ as JSON files for instant re-use across sessions.
AI-Powered Analysis
Leverage Claude AI for intelligent map feedback, room descriptions, and entity suggestions.
Setup
pip install loenn-mcp
export ANTHROPIC_API_KEY="sk-ant-..." # Get from https://console.anthropic.com/Available Tools
Tool | Description |
| Design feedback (general/difficulty/visual/flow) |
| Generate room descriptions in various styles |
| Entity placement recommendations with coordinates |
Examples
# Get design feedback
ai_analyze_map(map_path="Maps/MyMod/1-City.bin", analysis_type="general")
# → "Strengths: Good checkpoints. Add more strawberries in rooms 3-5..."
# Generate descriptions
ai_describe_room(map_path="Maps/MyMod/1-City.bin", room_name="lvl_a-03", style="atmospheric")
# → "A windswept precipice where ancient stone meets howling gales..."
# Get entity suggestions
ai_suggest_entities(map_path="Maps/MyMod/1-City.bin", room_name="lvl_a-03", goal="add_challenge")
# → "1. Add spikes at (120, 80) for timing challenge..."Analysis Types
general— Overall design with suggestionsdifficulty— Difficulty curve analysisvisual— Visual variety and theme feedbackflow— Player movement and navigation
Description Styles
atmospheric— Evocative, mood-focusedtechnical— Gameplay-focusedstory— Narrative snippetsbrief— 1-2 sentence summaries
Suggestion Goals
improve_flow— Better player guidanceadd_challenge— Skill-testing elementsreduce_difficulty— Accessibilityadd_secrets— Exploration rewards
Gracefully degrades if ANTHROPIC_API_KEY is not set.
Advanced PCG (MdMC/WFC)
Full Python port of PCGHelper Lönn mod — MdMC/WFC tile generation, skeleton layout, and end-to-end pipeline.
Tools
Tool | Description |
| List 7 MdMC configuration presets |
| Layout non-overlapping room skeleton |
| Fill rooms with MdMC/WFC/hybrid |
| Evaluate interestingness & difficulty |
| One-shot end-to-end generation |
Generation Modes
mdmc— Multi-dimensional Markov Chainwfc— Wave Function Collapsehybrid— Combination of both
Scoring Metrics
Interestingness I = w1·global_NLE + w2·local_NLE + w3·Shannon_entropy
Difficulty D = z1·hole_frequency + z2·local_LE + z3·NLE_scarcity
MdMC Presets
Key | Description |
| L-shape (default) |
| 3-neighbour causal |
| 4-neighbour |
| 5-neighbour |
| Cross (WFC recommended) |
| Diagonals only |
| All 8 neighbours |
Example
# One-shot end-to-end generation
pcg_pipeline(
map_path="Maps/MyMod/1-City.bin",
room_count=8,
generation_mode="mdmc",
seed=42,
ensure_playable=True,
place_entities=True,
)
# → "PCG pipeline complete: 8 rooms added"
# Score a room
pcg_score_room(map_path="Maps/MyMod/1-City.bin", room_name="lvl_a-03")
# → "Interestingness I = 0.4231 | Difficulty D = 0.5812"
# Fill existing empty rooms
pcg_markov_fill(
map_path="Maps/MyMod/1-City.bin",
room_names="skel_0,skel_1,skel_2",
generation_mode="wfc",
configuration="010111010",
start_room="skel_0", # gets the player spawn
end_room="skel_2", # gets the golden berry
seed=99,
)Configuration
Variable | Default | Description |
| Current directory | Root of your Celeste mod project. All map paths are relative to this. Path traversal is blocked. |
Architecture
Core Modules
celeste_bin.py — Standalone .bin parser
Pure Python (no Everest/Lönn required)
Full read/write round-trip with no data loss
Handles all 7 value types: bool, uint8, int16, int32, float32, lookup string, raw string, RLE-encoded string
Recursive element tree matching Lönn/Maple format
pcg.py — Procedural generation
Pattern extraction from rooms (size, entity density, tile motifs, gameplay tags)
JSON pattern library with deduplication
Strategy-based generation (balanced, exploration, challenge, speedrun)
Seeded randomness for reproducible output
Model profiles (deterministic, creative, architect)
image_map.py — Image-to-map conversion
Color-to-role mapping (configurable palette)
Automatic room splitting
Entity placement from pixel colors
Scale support (downscaling)
Fuzzy color matching
terrain_gen.py — Seeded terrain generation
Perlin noise with fractal octaves
Voronoi biome partitioning
Fully seeded (same seed = identical output)
Difficulty scaling (1-5)
Biome-aware entities
gdep_tools.py — Game analysis
Wiki caching (
.loenn_mcp_wiki/)Pattern detection (linear, hub, collectible-rich, etc.)
Difficulty analysis (1-10 scale)
Room connectivity graphs
Map diffing with snapshots
Batch validation and auto-fix
Actionable suggestions
ai_analyzer.py — AI-powered analysis
Claude API integration
Design feedback (general, difficulty, visual, flow)
Room descriptions (atmospheric, technical, story, brief)
Entity placement suggestions
Graceful degradation
server.py — MCP server
Built with FastMCP
Path-traversal protection
Atomic map writes
Explicit download confirmation
Requirements
Python 3.9+
fastmcp >= 3.0.0anthropic >= 0.40.0(optional, for AI-powered tools)Pillow >= 9.0(optional, for image-to-map conversion)
Install with all optional features:
pip install loenn-mcp[image]No Celeste installation required.
License
MIT — see LICENSE.
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