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# pyxel-mcp

**Let AI agents play, watch, and measure [Pyxel](https://github.com/kitao/pyxel) games.** pyxel-mcp is an MCP server that runs a Pyxel script headlessly, feeds it scheduled input, stops when a condition holds, and hands back the facts: screenshots, pixel grids, game state, assets, audio, and frame diffs.

[![PyPI](https://img.shields.io/pypi/v/pyxel-mcp)](https://pypi.org/project/pyxel-mcp/)
[![Python](https://img.shields.io/pypi/pyversions/pyxel-mcp)](https://pypi.org/project/pyxel-mcp/)
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[![License](https://img.shields.io/pypi/l/pyxel-mcp)](https://github.com/kitao/pyxel-mcp/blob/main/LICENSE)
[![MCP Registry](https://img.shields.io/badge/MCP_Registry-io.github.kitao%2Fpyxel--mcp-blue)](https://registry.modelcontextprotocol.io)

<p align="center">
  <img src="https://raw.githubusercontent.com/kitao/pyxel-mcp/main/docs/platformer.gif" width="256" alt="Pyxel's bundled platformer example driven headlessly with right held and three scheduled jumps">
  <img src="https://raw.githubusercontent.com/kitao/pyxel-mcp/main/docs/platformer-frame.png" width="384" alt="Frame 80 of the same run at scale 3, returned inline as image content">
</p>
<p align="center"><sub>Both images come from one <code>run</code> call against Pyxel's bundled <code>10_platformer.py</code>: 150 frames, right held from frame 0, jumps scheduled at frames 25, 70, and 110, a <code>video</code> snapshot, and an inline <code>screen_image</code> snapshot.</sub></p>

## Why

An agent can write a Pyxel game in seconds, but it cannot open a window, press the arrow keys, or look at the screen. Editor-bound engines solve this with MCP servers that live inside the editor. Pyxel has no editor process to attach to, so pyxel-mcp drives the game itself:

- **Headless execution.** Every call runs the script in a fresh subprocess with SDL dummy drivers and a frame budget. Set `random_seed` to seed Python's `random` module and Pyxel's random generator. Other randomness, timing, and external state can still affect the frames.
- **Input as data.** Buttons, axes, and mouse position are scheduled per frame, so a playtest is a JSON document the agent can rerun and extend.
- **Stop on the event, not the clock.** `until="score >= 1"` ends the run at the first frame where a game attribute holds, and `"frame": "end"` snapshots capture that moment.
- **Facts, not scores.** Tools report pixels, values, and measurements. Deciding whether the game is good stays with the agent and the person asking for it.
- **See the frame in the result.** `inline: true` returns a PNG as MCP image content, so the model looks at the screen without a second file read.

## Install

Register the stdio server with your client:

```bash
claude mcp add --scope user pyxel -- uvx pyxel-mcp
```

```bash
codex mcp add pyxel -- uvx pyxel-mcp
```

```bash
gemini mcp add pyxel uvx pyxel-mcp
```

For Cursor (`~/.cursor/mcp.json`), a project-scoped Claude Code `.mcp.json`, or any other client that reads the common JSON format, add:

```json
   {
     "mcpServers": {
       "pyxel": {
         "command": "uvx",
         "args": ["pyxel-mcp"]
       }
     }
   }
```

VS Code uses `.vscode/mcp.json` with a top-level `servers` key and `"type": "stdio"`; Codex CLI can also be configured in `~/.codex/config.toml` as `[mcp_servers.pyxel]`. Run `uvx pyxel-mcp install` to print every variant.

Claude Code users can instead install the [pyxel-skill](https://github.com/kitao/pyxel-skill) plugin, which registers this server together with the skill that teaches agents how to use it:

```bash
claude plugin marketplace add kitao/pyxel-skill && claude plugin install pyxel@pyxel-skill
```

Restart the client after changing its configuration. The server writes this diagnostic to stderr:

```text
[pyxel-mcp] starting - 8 tools
```

Python 3.11+ is required, and Pyxel >= 2.9.6 is installed as a dependency. Script tools execute local Python in subprocesses to isolate Pyxel state, but they do not sandbox untrusted code. See [SECURITY.md](https://github.com/kitao/pyxel-mcp/blob/main/SECURITY.md).

## How an agent uses it

```mermaid
flowchart LR
    W["Write or edit<br>game.py"] --> V["validate"]
    V --> R["run<br>inputs · until · snapshots"]
    R --> O{"Inspect facts<br>state · pixels · log"}
    O -- "defect" --> W
    O -- "looks right" --> A["read_image · read_tilemap<br>read_audio · diff_frames"]
    A --> D["Report evidence"]
```

The loop is deliberately small. The separate [pyxel-skill](https://github.com/kitao/pyxel-skill) project teaches agents when to use each tool and what counts as enough evidence; this package only supplies the observations.

## Tools

Every `script` argument is a file path, not Python source. Relative asset paths inside the script resolve from the script's directory, as when running `python game.py` from that directory.

| Tool | Returns |
|---|---|
| `validate` | Syntax errors and recognizable Pyxel code patterns, without executing. |
| `run` | Headless frames, scheduled input, logs, and `state`, `screen_image`, `screen_grid`, or `video` snapshots. |
| `pyxel_info` | Installed versions, paths, bundled examples, and resource URIs. |
| `read_palette` | Palette colors and image-bank indices in use. |
| `read_image` | Image-bank pixels and an optional PNG render. |
| `read_tilemap` | Tile coordinates, source bank, usage counts, bounds, and an optional render. |
| `read_audio` | A rendered sound or music WAV plus measurable audio data. |
| `diff_frames` | Pixel differences between two PNG files. |

All tools declare input and output schemas. Every result includes `ok` and `errors`.

Script tools observe the first `pyxel.run()` call while its enclosing resources
remain active. `run` drives the callbacks there; the asset readers inspect the
pre-loop state. `pyxel.quit()` ends a run normally and preserves completed
frames. Statements after `pyxel.run()` are not executed. Enclosing cleanup runs
after observation, and cleanup failures are reported with `phase: "script_exit"`.
Stopping uses internal `BaseException` signals. Scripts or context-manager
cleanup that suppress these signals are unsupported and may execute post-run code.

Captured PNGs can travel inside the result: set `inline: true` on a `screen_image` snapshot, or `inline=true` on `read_image` and `read_tilemap`, and the PNG is returned as MCP image content next to the structured data. A single inline frame may omit its output path; the file is then written under the system temp directory and its path is still reported, so `diff_frames` and later comparisons keep working. At most 12 images are embedded per call.

## Example

Hold right, jump at frame 25, stop as soon as the score changes, and look at that frame:

```json
{
  "script": "/absolute/path/game.py",
  "frames": 600,
  "random_seed": 7,
  "inputs": [
    {"frame": 0, "buttons": ["KEY_RIGHT"]},
    {"frame": 25, "buttons": ["KEY_RIGHT", "KEY_SPACE"]},
    {"frame": 26, "buttons": ["KEY_RIGHT"]}
  ],
  "until": "score >= 1",
  "snapshots": [
    {"kind": "state", "frame": "end", "attrs": ["score", "player.x"]},
    {"kind": "screen_image", "frame": "end", "scale": 3, "inline": true}
  ]
}
```

The result reports `until_met`, the reached `frame_count`, the requested state values, the PNG path, and the PNG itself as image content. Artifact paths you choose must be absolute. Read `log` even when `ok` is true, and inspect captured images directly when appearance matters.

## Resources

- `pyxel://run-snapshots-schema` — complete `run.snapshots` grammar, including `"end"`, ranges, and `inline`.
- `pyxel://validation-patterns` — categories reported by `validate`.
- `pyxel://palette/default` — default palette table.
- `pyxel://examples/{name}` — source for an example bundled with the installed Pyxel package; discover names with `pyxel_info`.

## Update

`uvx` caches packages. Force a refresh with:

```bash
uvx --refresh-package pyxel-mcp pyxel-mcp install
```

## Troubleshooting

- If tools do not appear, look for the `starting - 8 tools` diagnostic and restart the client.
- If `run` fails, inspect `errors`, `exit_status`, and `log`.
- If a script cannot find an asset, check the path relative to the script file, not to the client's working directory.
- If a validation category is unfamiliar, read `pyxel://validation-patterns`.

## Related

- [Pyxel](https://github.com/kitao/pyxel) — the retro game engine this server observes.
- [pyxel-skill](https://github.com/kitao/pyxel-skill) — the Agent Skill that turns these tools into a build-and-verify workflow.
- [CHANGELOG.md](https://github.com/kitao/pyxel-mcp/blob/main/CHANGELOG.md) — what changed in each release.

## MCP Registry

`mcp-name: io.github.kitao/pyxel-mcp`

## License

MIT — see [LICENSE](https://github.com/kitao/pyxel-mcp/blob/main/LICENSE).

TDQS

A3.7/5.0

Scored across 8 tools

Disambiguation5/5

Each tool maps to a distinct concern: environment info, script execution, audio rendering, frame comparison, and specific resource readers for images, palettes, and tilemaps. Even the read_* tools are cleanly separated by resource type, so there is no meaningful overlap between them.

Naming Consistency4/5

Most tools follow a clear action_resource pattern, especially read_image, read_palette, read_tilemap, and read_audio. The deviations are minor: pyxel_info is noun-ish and run is a bare verb, but both are still understandable and do not undermine the overall scheme.

Tool Count5/5

With 8 tools, the surface is tightly scoped to running Pyxel scripts and inspecting Pyxel resources and output. No tool feels redundant or out of place, and the count is well within the ideal range.

Completeness4/5

The server covers a coherent inspect-and-run workflow: validate scripts, execute them, capture frames, diff frames, and read images, palettes, tilemaps, and audio. The main gap is the lack of tools for creating or modifying Pyxel resources, which is a workaround if the server is intended as a read-only/testing interface.

Maintenance

ActivityNo data
ResponsivenessUnresponsive