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press_select

Activates the SELECT button on a GameBoy emulator for a specified duration in frames, enabling precise control within the MCP GameBoy Server environment.

Instructions

Press the SELECT button on the GameBoy

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
duration_framesNoNumber of frames to hold the button

Implementation Reference

  • src/tools.ts:20-37 (registration)
    Dynamic registration of the 'press_select' tool (and other press_* buttons) with inline input schema, description, and handler function. The handler presses the SELECT button via EmulatorService and returns the screen image.
    // Register button press tools
    Object.values(GameBoyButton).forEach(button => {
      server.tool(
        `press_${button.toLowerCase()}`,
        `Press the ${button} button on the GameBoy`,
        {
          duration_frames: z.number().int().positive().optional().default(1).describe('Number of frames to hold the button').default(25)
        },
        async ({ duration_frames }): Promise<CallToolResult> => {
          // Press the button using the service (advances one frame)
          emulatorService.pressButton(button, duration_frames);
    
          // Return the current screen using the service
          const screen = emulatorService.getScreen();
          return { content: [screen] };
        }
      );
    });
  • Invokes registerGameBoyTools which registers the press_select tool among others.
    // Register GameBoy tools
    registerGameBoyTools(server, emulatorService); // Pass emulatorService
  • GameBoyButton enum defining SELECT button used in dynamic tool registration.
    export enum GameBoyButton {
      UP = 'UP',
      DOWN = 'DOWN',
      LEFT = 'LEFT',
      RIGHT = 'RIGHT',
      A = 'A',
      B = 'B',
      START = 'START',
      SELECT = 'SELECT'
    }
  • EmulatorService.pressButton method called by the press_select tool handler. Delegates to GameBoyEmulator and returns screen.
    pressButton(button: GameBoyButton, durationFrames: number): ImageContent {
      log.debug(`Pressing button: ${button}`);
      if (!this.isRomLoaded()) {
        log.warn('Attempted to press button with no ROM loaded');
        throw new Error('No ROM loaded');
      }
      this.emulator.pressButton(button, durationFrames); // This advances one frame
      return this.getScreen();
    }
  • Low-level GameBoyEmulator.pressButton implementation that maps SELECT to keycode, presses for duration_frames, and advances emulation frames.
    public pressButton(button: GameBoyButton, durationFrames: number = 1): void {
      if (!this.romLoaded) {
        throw new Error('No ROM loaded');
      }
    
      // Map our button enum to serverboy's keymap
      const buttonMap: Record<GameBoyButton, number> = {
        [GameBoyButton.UP]: Gameboy.KEYMAP.UP,
        [GameBoyButton.DOWN]: Gameboy.KEYMAP.DOWN,
        [GameBoyButton.LEFT]: Gameboy.KEYMAP.LEFT,
        [GameBoyButton.RIGHT]: Gameboy.KEYMAP.RIGHT,
        [GameBoyButton.A]: Gameboy.KEYMAP.A,
        [GameBoyButton.B]: Gameboy.KEYMAP.B,
        [GameBoyButton.START]: Gameboy.KEYMAP.START,
        [GameBoyButton.SELECT]: Gameboy.KEYMAP.SELECT
      };
    
      for (let i=0; i < durationFrames; i++) {
        this.gameboy.pressKeys([buttonMap[button]]);
        this.gameboy.doFrame();
      }
    
      // for now: advance one frame so we dont "hold" the button all the time.
      this.gameboy.doFrame();
    }
Behavior2/5

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

No annotations are provided, so the description carries the full burden. It mentions pressing the button but lacks behavioral details such as whether this requires the GameBoy to be powered on, if it simulates a physical press, potential side effects, or error conditions. This is inadequate for a mutation tool with zero annotation coverage.

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?

The description is a single, efficient sentence that directly states the tool's purpose with no wasted words. It is appropriately sized and front-loaded, making it easy to understand at a glance.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness2/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the tool performs an action (pressing a button) with no annotations or output schema, the description is incomplete. It lacks context on prerequisites (e.g., GameBoy state), behavioral outcomes, or error handling, which are crucial for an agent to use it correctly in a gaming emulation context.

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?

The description does not mention the parameter 'duration_frames', but the input schema has 100% coverage with a clear description. Since schema coverage is high, the baseline is 3, as the schema adequately documents the parameter without needing additional explanation in the description.

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?

The description clearly states the specific action ('Press') and target resource ('the SELECT button on the GameBoy'), distinguishing it from sibling tools like press_a, press_b, etc. It precisely communicates what the tool does without ambiguity.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines2/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

No guidance is provided on when to use this tool versus alternatives like other button-press tools (e.g., press_start, press_a) or in what context (e.g., during gameplay, menus). The description only states the action without usage context or exclusions.

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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