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PokeMCP - AI Plays Pokemon Fire Red

An MCP server that lets Claude play Pokemon Fire Red through the mGBA emulator. Built for YouTube content — Claude has its own personality, names its Pokemon, trash-talks its rival, and reacts to everything happening in the game.

How It Works

Claude <-> FastMCP Server (Python) <-> TCP Socket <-> Lua Script (inside mGBA)

Split gameplay model:

  • Claude handles: Battles, dialog, menus, naming (trainer/rival/Pokemon), team strategy

  • Human operator handles: Overworld navigation (walking to destinations)

  • Navigation is purely visual — Claude reads screenshots to understand the game world

  • RAM reading is used only for party Pokemon stats, battle data, badges, and money

Related MCP server: mcp-mgba

Prerequisites

  • mGBA v0.10+ — mgba.io

  • Python 3.12+

  • uv — pip install uv

  • Pokemon Fire Red ROM — US v1.0 (game code: BPRE)

Setup

1. Install dependencies

uv sync

2. Load the Lua script in mGBA

  1. Open mGBA and load your Pokemon Fire Red ROM

  2. Go to Tools > Scripting

  3. File > Load Script → select lua/mgba_server.lua

  4. Console should show: MCP Server listening on 127.0.0.1:5555

3. Configure Claude Desktop

Add to claude_desktop_config.json:

{
  "mcpServers": {
    "pokemon-firered": {
      "command": "C:\\Users\\YOUR_USER\\AppData\\Roaming\\Python\\Python312\\Scripts\\uv.exe",
      "args": ["--directory", "C:/path/to/mGba MCP", "run", "mgba-mcp"]
    }
  }
}

Note: Use the full path to uv.exe — Claude Desktop may not have it in PATH. Find it with python -c "import shutil; print(shutil.which('uv'))".

4. Play!

Start a conversation with Claude. It will invent a personality, pick a trainer name, and start playing.

Available Tools

Tool

Description

press_button

Press a GBA button and get a screenshot

press_buttons

Press a sequence of buttons with timing

get_screenshot

See the current game screen

get_game_state

Read badges, money, party Pokemon, battle state from RAM

get_party

Detailed party info (stats, moves, IVs)

get_battle_state

Battle details (your/enemy Pokemon, HP, moves, PP)

save_state

Save emulator state (slots 1-9)

load_state

Load emulator state

wait_frames

Wait through animations/transitions

hold_button

Hold a button for extended walking/scrolling

What Claude Reads from RAM

  • Party Pokemon — Species, level, HP, moves with PP, stats, IVs, status conditions

  • Badges — Which gym badges have been earned

  • Money — Current funds (XOR-decrypted)

  • Battle state — Enemy Pokemon species, level, HP, moves

Navigation and dialog are handled visually through screenshots only.

Claude's Personality

Each session, Claude invents a unique persona:

  • Picks its own trainer name and rival name

  • Names every Pokemon with creative nicknames

  • Has strong opinions about Pokemon, moves, and characters

  • Gets emotionally invested — celebrates wins, mourns faints

  • Narrates its thought process for the audience

  • All commentary in Spanish for YouTube content

Project Structure

├── pyproject.toml
├── src/mgba_mcp/
│   ├── server.py        # FastMCP tools + personality instructions
│   ├── connection.py    # TCP client for mGBA communication
│   ├── game_state.py    # Pokemon Fire Red RAM parser
│   └── constants.py     # Memory addresses and lookup tables
├── lua/
│   └── mgba_server.lua  # Lua TCP server loaded into mGBA
└── data/
    ├── pokemon_species.json
    ├── pokemon_moves.json
    └── map_names.json

Tips for YouTube Recording

  • Save states are your friend — save before gyms, important battles, or risky catches

  • Let Claude fail — mistakes and reactions are entertaining content

  • Navigate for Claude — walk to destinations, let Claude handle the rest

  • Nudge when stuck — tell Claude "we're at the Pokemon Center" or "there's a trainer ahead"

  • The game is in English but Claude comments in Spanish — great for bilingual content

Important Notes

  • ROM must be US v1.0 (BPRE) for memory addresses to work

  • Load the Lua script in mGBA before starting Claude Desktop

  • mGBA must stay open while playing

  • The Lua script auto-detects the ROM and warns if it doesn't match

License

MIT

Available Tools

10 tools
get_battle_stateA

Get current battle information.

Returns your active Pokemon's HP and moves with PP, and the enemy Pokemon's species, level, and HP. Returns a message if not in battle.

Inputs: no named parameters. Returns: result

get_game_stateA

Read the full game state from RAM.

Returns a summary of: player location, badges, money, party Pokemon (species, level, HP, moves), and whether a battle is active.

Inputs: no named parameters. Returns: result

get_partyA

Get detailed info about all party Pokemon.

Returns species, level, HP, stats, moves with PP, IVs, and friendship for each Pokemon in the party.

Inputs: no named parameters. Returns: result

get_screenshotB

Capture the current game screen without pressing any buttons.

Inputs: no named parameters.

hold_buttonA

Hold a button for an extended period and return a screenshot.

Different from press_button in that it's designed for longer holds like walking multiple tiles or fast-forwarding text with B held.

Args: button: The button to hold frames: Number of frames to hold (default 30, ~500ms)

Inputs: button (required), frames.

load_stateA

Load an emulator state from a slot and return a screenshot.

Args: slot: Save slot number (1-9)

Inputs: slot. Returns: result

press_buttonA

Press a GBA button and return a screenshot of the result.

Args: button: The button to press (A, B, START, SELECT, UP, DOWN, LEFT, RIGHT, L, R) hold_frames: Number of frames to hold the button (default 10, ~167ms)

Inputs: button (required), hold_frames.

press_buttonsA

Press a sequence of buttons and return a screenshot after the last one.

Useful for menu navigation like selecting options or entering text.

Args: sequence: List of button presses. Each entry: {"button": "A", "hold_frames": 10, "release_frames": 5} hold_frames defaults to 10, release_frames defaults to 5.

Inputs: sequence (required).

save_stateB

Save the emulator state to a slot.

Args: slot: Save slot number (1-9)

Inputs: slot. Returns: result

wait_framesA

Wait for a number of frames without input, then screenshot.

Useful for waiting through animations, text, or transitions. At ~60fps, count=60 is approximately 1 second.

Args: count: Number of frames to wait (default 60)

Inputs: count.

Tool Schema Changelog

Recent tool additions, removals, and schema changes observed during successful MCP inspections.

Loading tool schema changelog…

    TDQS

    A4/5.0

    Scored across 10 tools

    Disambiguation5/5

    Each tool has a clearly distinct purpose with no overlap: get_battle_state, get_game_state, and get_party provide different scopes of game information, while press_button, hold_button, press_buttons, wait_frames, get_screenshot, save_state, and load_state handle distinct input/output operations. The descriptions explicitly differentiate tools like hold_button vs. press_button, preventing confusion.

    Naming Consistency5/5

    All tool names follow a consistent verb_noun pattern (e.g., get_battle_state, press_button, save_state), using snake_case throughout. The naming is predictable and readable, with no deviations in style or convention across the set.

    Tool Count5/5

    With 10 tools, the count is well-scoped for an emulator control server, covering core functions like state retrieval, input simulation, and save management. Each tool earns its place without redundancy, fitting a typical range for such a domain.

    Completeness4/5

    The tool set provides comprehensive coverage for emulator interaction, including reading game state, simulating inputs, and managing saves. A minor gap exists in lacking direct emulation control tools (e.g., reset, speed adjustment), but agents can work around this using existing tools for most workflows.

    Maintenance

    ActivityNo data
    ResponsivenessOutdated data

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