mcp-retroarch
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| RETROARCH_HOST | No | RetroArch host for both NCI and RetroPad. | 127.0.0.1 |
| RETROARCH_PORT | No | NCI UDP port (network_cmd_port). | 55355 |
| RETROARCH_RETROPAD_HOST | No | Override host for Network Gamepad only. | $RETROARCH_HOST |
| RETROARCH_RETROPAD_BASE_PORT | No | Base port for Network Gamepad (network_remote_base_port); player N listens at base + N. | 55400 |
Capabilities
Features and capabilities supported by this server
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| retroarch_pingA | PURPOSE: Verify connectivity to RetroArch's Network Control Interface and return the running RetroArch version string. USAGE: Call once at start-of-session before issuing other tool calls — if it succeeds, the UDP transport is up and other tools should reach RetroArch. Use retroarch_get_status afterwards to confirm a game is loaded (ping succeeds even when RetroArch is sitting at the menu with no content). BEHAVIOR: No side effects — pure liveness probe. Transport: RetroArch's Network Control Interface (NCI) over UDP (default 127.0.0.1:55355, requires |
| retroarch_get_statusA | PURPOSE: Report whether RetroArch is currently playing or paused, plus the loaded system, game basename, and CRC32. USAGE: Call after retroarch_ping to learn what (if anything) is loaded; before retroarch_pause_toggle to decide whether the toggle will pause or unpause; before retroarch_frame_advance (which only steps when paused); whenever you need to confirm the previous fire-and-forget control command (pause/reset/load_state) actually took effect. For RetroArch settings (paths, flags) use retroarch_get_config instead — this tool only reports run-state and the loaded ROM identity. BEHAVIOR: No side effects — pure read of emulator status via the NCI's GET_STATUS command. Returns 'No content loaded' (state=contentless) when RetroArch is sitting at the menu with no ROM. Returns an error on UDP timeout (RetroArch not reachable). RETURNS: When content is loaded: four lines 'State: playing|paused', 'System: SYSTEM_ID', 'Game: BASENAME', 'CRC32: HEX or (none reported)'. When no content: literal 'No content loaded'. |
| retroarch_get_configA | PURPOSE: Read a single RetroArch configuration parameter by name via the NCI GET_CONFIG_PARAM command. USAGE: Discover RetroArch's filesystem paths and selected settings without parsing retroarch.cfg yourself. For run-state (playing/paused, loaded ROM) use retroarch_get_status instead — this tool only reads static config. RetroArch whitelists which params are exposed; non-whitelisted names error even if they exist in retroarch.cfg. |
| retroarch_read_memoryA | PURPOSE: Read up to 4096 bytes from emulated memory via the libretro core's system memory map (READ_CORE_MEMORY) and return them as a hex dump. USAGE: Preferred memory-read tool when the loaded core advertises a memory map (most modern cores do). If it returns 'no memory map defined', fall back to retroarch_read_ram which uses the CHEEVOS address space. To poke a value back, pair with retroarch_write_memory at the same address. The classic two-snapshot RAM-hunt workflow uses this: snapshot before a known change, snapshot after, diff for matching deltas. Maximum 4096 bytes per call (NCI line-length limit); for larger reads, batch in 4 KiB chunks. BEHAVIOR: No side effects — pure read. Transport: RetroArch's Network Control Interface (NCI) over UDP (default 127.0.0.1:55355, requires RetroArch exposes TWO distinct memory APIs with different address spaces: • READ_CORE_MEMORY / WRITE_CORE_MEMORY (used by retroarch_read_memory / retroarch_write_memory): goes through the libretro core's system memory map. Preferred when the loaded core advertises a memory map (most modern cores do). Errors with 'no memory map defined' if the loaded core doesn't. • READ_CORE_RAM / WRITE_CORE_RAM (used by retroarch_read_ram / retroarch_write_ram): uses the achievement (CHEEVOS) address space. Works even when no core memory map is defined, but addresses follow CHEEVOS conventions, not the system bus. Use as a fallback when read_memory returns 'no memory map defined'. Both APIs depend on the loaded core's exposed mapping — addresses you used on a different core / system will NOT carry over. RETURNS: Header line 'ADDR_HEX [N bytes]:' followed by space-separated 2-digit uppercase hex bytes. |
| retroarch_read_ramA | PURPOSE: Read up to 4096 bytes from emulated memory via the achievement (CHEEVOS) address space (READ_CORE_RAM) and return them as a hex dump. USAGE: Fallback memory-read tool — use when retroarch_read_memory returns 'no memory map defined' (older cores or those without an exposed system memory map can still respond to the older CHEEVOS read API). To poke back, pair with retroarch_write_ram at the same CHEEVOS address. Maximum 4096 bytes per call (NCI line-length limit). BEHAVIOR: No side effects — pure read. Transport: RetroArch's Network Control Interface (NCI) over UDP (default 127.0.0.1:55355, requires RetroArch exposes TWO distinct memory APIs with different address spaces: • READ_CORE_MEMORY / WRITE_CORE_MEMORY (used by retroarch_read_memory / retroarch_write_memory): goes through the libretro core's system memory map. Preferred when the loaded core advertises a memory map (most modern cores do). Errors with 'no memory map defined' if the loaded core doesn't. • READ_CORE_RAM / WRITE_CORE_RAM (used by retroarch_read_ram / retroarch_write_ram): uses the achievement (CHEEVOS) address space. Works even when no core memory map is defined, but addresses follow CHEEVOS conventions, not the system bus. Use as a fallback when read_memory returns 'no memory map defined'. Both APIs depend on the loaded core's exposed mapping — addresses you used on a different core / system will NOT carry over. RETURNS: Header line 'ADDR_HEX [N bytes, CHEEVOS]:' followed by space-separated 2-digit uppercase hex bytes. |
| retroarch_write_memoryA | PURPOSE: Write a byte sequence to emulated memory via the libretro core's system memory map (WRITE_CORE_MEMORY). USAGE: Preferred memory-write tool when the loaded core advertises a memory map. Use for cheats, debug pokes, and game-state mutations (give a player N lives, unlock a flag, install a cheat table). If it returns 'no memory map defined', fall back to retroarch_write_ram. Maximum 4096 bytes per call (NCI line-length limit); for larger writes, batch in 4 KiB chunks. To establish a rollback point first, use retroarch_save_state_current. BEHAVIOR: DESTRUCTIVE: overwrites N bytes starting at RetroArch exposes TWO distinct memory APIs with different address spaces: • READ_CORE_MEMORY / WRITE_CORE_MEMORY (used by retroarch_read_memory / retroarch_write_memory): goes through the libretro core's system memory map. Preferred when the loaded core advertises a memory map (most modern cores do). Errors with 'no memory map defined' if the loaded core doesn't. • READ_CORE_RAM / WRITE_CORE_RAM (used by retroarch_read_ram / retroarch_write_ram): uses the achievement (CHEEVOS) address space. Works even when no core memory map is defined, but addresses follow CHEEVOS conventions, not the system bus. Use as a fallback when read_memory returns 'no memory map defined'. Both APIs depend on the loaded core's exposed mapping — addresses you used on a different core / system will NOT carry over. RETURNS: Single line 'Wrote N bytes → ADDR_HEX' where N is RetroArch's reported actual byte count. |
| retroarch_write_ramA | PURPOSE: Write a byte sequence to emulated memory via the achievement (CHEEVOS) address space (WRITE_CORE_RAM). USAGE: Fallback memory-write tool — use when retroarch_write_memory returns 'no memory map defined' or the core only supports the older CHEEVOS write API. Maximum 4096 bytes per call (NCI line-length limit). To verify the write landed (this command does NOT acknowledge — see BEHAVIOR), follow up with retroarch_read_ram at the same address. To establish a rollback point first, use retroarch_save_state_current. BEHAVIOR: DESTRUCTIVE: overwrites bytes starting at RetroArch exposes TWO distinct memory APIs with different address spaces: • READ_CORE_MEMORY / WRITE_CORE_MEMORY (used by retroarch_read_memory / retroarch_write_memory): goes through the libretro core's system memory map. Preferred when the loaded core advertises a memory map (most modern cores do). Errors with 'no memory map defined' if the loaded core doesn't. • READ_CORE_RAM / WRITE_CORE_RAM (used by retroarch_read_ram / retroarch_write_ram): uses the achievement (CHEEVOS) address space. Works even when no core memory map is defined, but addresses follow CHEEVOS conventions, not the system bus. Use as a fallback when read_memory returns 'no memory map defined'. Both APIs depend on the loaded core's exposed mapping — addresses you used on a different core / system will NOT carry over. RETURNS: Single line 'Wrote N bytes → ADDR_HEX (CHEEVOS, no ack)' where N is the array length you sent. The 'no ack' in the message is a reminder that RetroArch did not confirm the write. |
| retroarch_pause_toggleA | PURPOSE: Toggle RetroArch's pause state — pause if running, unpause if paused. USAGE: RetroArch's NCI exposes ONLY a toggle, not separate pause/unpause commands. To reach a known state, call retroarch_get_status first to check |
| retroarch_frame_advanceA | PURPOSE: Step emulation forward by exactly one frame. USAGE: Use for frame-precise input automation, animation inspection, or letting the system initialize after a reset. ONLY effective while emulation is paused — RetroArch's FRAMEADVANCE is a no-op when running, so call retroarch_pause_toggle first (after checking retroarch_get_status to confirm you'll end up paused, not unpaused). For long jumps (thousands of frames) prefer retroarch_save_state_current / retroarch_load_state_current of a pre-prepared state — frame-by-frame stepping costs ~1 UDP round-trip per frame. BEHAVIOR: When paused, advances the emulator by exactly one frame and remains paused. When NOT paused, the command is silently ignored by RetroArch. FIRE-AND-FORGET: the NCI does NOT acknowledge this command — the call returns as soon as the UDP datagram is sent, with no confirmation that RetroArch received or applied it. To verify the effect, follow up with an observable tool (retroarch_get_status for run state, retroarch_read_memory / retroarch_read_ram for memory mutations, retroarch_screenshot for visual state). UDP packets to a not-listening RetroArch are silently dropped. The new frame count is not reported — to verify progress, take screenshots before/after with retroarch_screenshot or read a known-changing memory value. Transport: RetroArch's Network Control Interface (NCI) over UDP (default 127.0.0.1:55355, requires |
| retroarch_resetA | PURPOSE: Soft-reset the running game — equivalent to pressing the console's reset button (NOT a power cycle). USAGE: Use to start fresh from the game's reset vector. To return to a specific known-good point instead of boot, use retroarch_load_state_current or retroarch_load_state_slot with a previously saved state. Note this is a SOFT reset (button reset): RAM contents and any cart-internal state may persist depending on the system, unlike a true power cycle. BEHAVIOR: DESTRUCTIVE: triggers the loaded core's reset routine, which on most systems clears registers, resets the PC to the reset vector, and starts the boot sequence over. Unsaved game progress is lost. The loaded ROM stays loaded — only volatile state is affected. FIRE-AND-FORGET: the NCI does NOT acknowledge this command — the call returns as soon as the UDP datagram is sent, with no confirmation that RetroArch received or applied it. To verify the effect, follow up with an observable tool (retroarch_get_status for run state, retroarch_read_memory / retroarch_read_ram for memory mutations, retroarch_screenshot for visual state). UDP packets to a not-listening RetroArch are silently dropped. To confirm the reset took, follow up with retroarch_get_status (state should still be 'playing') and/or a screenshot. Transport: RetroArch's Network Control Interface (NCI) over UDP (default 127.0.0.1:55355, requires |
| retroarch_screenshotA | PURPOSE: Capture a PNG screenshot of the current emulator display and save it to RetroArch's configured screenshot directory. USAGE: Use to capture visible game state for inspection, sequence documentation, or to verify that a fire-and-forget control command (pause / reset / load_state / write) had a visible effect. To capture a specific game state, pause / advance frames / load state first to get the frame you want, then call this. IMPORTANT: unlike most screenshot tools, this one DOES NOT take a path argument — RetroArch saves to its own configured |
| retroarch_show_messageA | PURPOSE: Display a single-line notification message overlaid on the RetroArch window (OSD). USAGE: For in-emulator debug output, progress markers during long scripts, or text to a human watching the RetroArch window. Purely cosmetic — no effect on game state. The ONLY way to push agent-generated text onto the RetroArch display; there is no read-the-screen counterpart. BEHAVIOR: Renders the message in RetroArch's notification area for ~3 seconds (RetroArch's default notification timeout, configurable via the input_overlay_show_inputs_port setting family). Messages are NOT queued — rapid calls replace the previous message before users can read it. FIRE-AND-FORGET: the NCI does NOT acknowledge this command — the call returns as soon as the UDP datagram is sent, with no confirmation that RetroArch received or applied it. To verify the effect, follow up with an observable tool (retroarch_get_status for run state, retroarch_read_memory / retroarch_read_ram for memory mutations, retroarch_screenshot for visual state). UDP packets to a not-listening RetroArch are silently dropped. Transport: RetroArch's Network Control Interface (NCI) over UDP (default 127.0.0.1:55355, requires |
| retroarch_save_state_currentA | PURPOSE: Save the entire emulator state to RetroArch's currently-selected save slot (one of slots 0-9). USAGE: Use as a rollback point before risky writes, to bookmark interesting game states, or to share repro states. RetroArch's NCI has NO 'save to slot N' command — to target a specific slot, you must first walk the slot pointer there with retroarch_state_slot_plus / retroarch_state_slot_minus, then call this. The current slot is RetroArch's internal state and is NOT reported back by the NCI, so if you don't track it yourself, observe the on-screen slot indicator after each plus/minus or use retroarch_show_message as a confirmation echo. The companion retroarch_load_state_current restores from the same slot. For path-based savestate I/O (no slots), there is no NCI equivalent — use the BizHawk or mGBA MCP servers instead. BEHAVIOR: DESTRUCTIVE TO TARGET SLOT FILE: overwrites whatever was previously in the currently-selected slot with no prompt or backup. The state file lands in RetroArch's configured |
| retroarch_load_state_currentA | PURPOSE: Restore the emulator from RetroArch's currently-selected save slot (one of slots 0-9). USAGE: Counterpart to retroarch_save_state_current. Use to undo a sequence of writes/inputs (the snapshot/experiment/restore workflow) or to start each tool-call sequence from a known baseline. Loads from whichever slot is currently selected (the same slot save_state_current would target). To load from a specific slot WITHOUT changing the current-slot pointer, use retroarch_load_state_slot instead — that's important if you're alternating between bookmarks. To start fresh from boot, use retroarch_reset. BEHAVIOR: DESTRUCTIVE TO LIVE STATE: replaces ALL current emulator state (RAM, registers, mapper, audio, framecount) with the slot file's contents. Anything not previously snapshotted is lost. The state file MUST come from the same ROM and same core version that produced it — loading mismatched files typically fails or destabilizes the core. FIRE-AND-FORGET: the NCI does NOT acknowledge this command — the call returns as soon as the UDP datagram is sent, with no confirmation that RetroArch received or applied it. To verify the effect, follow up with an observable tool (retroarch_get_status for run state, retroarch_read_memory / retroarch_read_ram for memory mutations, retroarch_screenshot for visual state). UDP packets to a not-listening RetroArch are silently dropped. If the currently-selected slot has no saved state, RetroArch silently ignores the command — no error is raised. To verify the load happened, follow up with a memory-read or screenshot. Transport: RetroArch's Network Control Interface (NCI) over UDP (default 127.0.0.1:55355, requires |
| retroarch_load_state_slotA | PURPOSE: Load state from an explicitly-named save slot number, without modifying RetroArch's currently-selected slot pointer. USAGE: Use to load from a specific slot when you don't want to disturb the current-slot pointer (e.g. you're alternating between two bookmarks while keeping the 'live' slot for ongoing saves). For loading from the currently-selected slot, use retroarch_load_state_current — semantically distinct: this tool ignores the current-slot pointer entirely and addresses by number. Slots are numbered 0-9 by RetroArch convention. There is no |
| retroarch_state_slot_plusA | PURPOSE: Increment RetroArch's currently-selected save slot pointer by 1 (e.g. slot 3 → slot 4). USAGE: Combine with retroarch_save_state_current or retroarch_load_state_current to target a specific slot — these tools always operate on the current slot, so to save TO slot 5 you must walk the pointer there first. Pair with retroarch_state_slot_minus to walk backwards. RetroArch's NCI exposes NO way to set the slot directly to N or to query the current slot number, so if you don't track it yourself you must walk from a known position (e.g. slot 0) or observe the on-screen indicator. For loading a specific slot WITHOUT changing the pointer, use retroarch_load_state_slot instead. BEHAVIOR: Mutates RetroArch's internal current-slot pointer (+1). Wraps or clamps per RetroArch's slot-cycling configuration (typically wraps at 9 → 0). FIRE-AND-FORGET: the NCI does NOT acknowledge this command — the call returns as soon as the UDP datagram is sent, with no confirmation that RetroArch received or applied it. To verify the effect, follow up with an observable tool (retroarch_get_status for run state, retroarch_read_memory / retroarch_read_ram for memory mutations, retroarch_screenshot for visual state). UDP packets to a not-listening RetroArch are silently dropped. The new slot number is NOT reported back — track it client-side or watch the on-screen slot indicator. No effect on emulator memory / run state — only the slot pointer used by future save_state_current / load_state_current calls changes. Transport: RetroArch's Network Control Interface (NCI) over UDP (default 127.0.0.1:55355, requires |
| retroarch_state_slot_minusA | PURPOSE: Decrement RetroArch's currently-selected save slot pointer by 1 (e.g. slot 3 → slot 2). USAGE: Counterpart to retroarch_state_slot_plus. Combine with retroarch_save_state_current or retroarch_load_state_current to target a lower-numbered slot — these tools always operate on the current slot. RetroArch's NCI exposes NO way to set the slot directly to N or to query the current slot number, so track it client-side or walk from a known position. For loading a specific slot WITHOUT changing the pointer, use retroarch_load_state_slot. BEHAVIOR: Mutates RetroArch's internal current-slot pointer (-1). Wraps or clamps per RetroArch's slot-cycling configuration (typically wraps at 0 → 9). FIRE-AND-FORGET: the NCI does NOT acknowledge this command — the call returns as soon as the UDP datagram is sent, with no confirmation that RetroArch received or applied it. To verify the effect, follow up with an observable tool (retroarch_get_status for run state, retroarch_read_memory / retroarch_read_ram for memory mutations, retroarch_screenshot for visual state). UDP packets to a not-listening RetroArch are silently dropped. The new slot number is NOT reported back — track it client-side or watch the on-screen slot indicator. No effect on emulator memory / run state — only the slot pointer used by future save_state_current / load_state_current calls changes. Transport: RetroArch's Network Control Interface (NCI) over UDP (default 127.0.0.1:55355, requires |
| retroarch_input_pressA | PURPOSE: Press (latch down) one or more RetroPad buttons for a player via RetroArch's Network Gamepad channel. USAGE: The low-level press primitive. For a simple press-and-release use retroarch_input_tap instead. For frame-accurate scripting: pause first, call this for ONE button, then retroarch_frame_advance, repeating per change (see BEHAVIOR for why). Buttons follow libretro RetroPad naming — on PlayStation cores: b=Cross, a=Circle, y=Square, x=Triangle. BEHAVIOR: Two receiver behaviors govern all input tools: (1) LATCHING — a pressed button stays down until an explicit release; there is no auto-release or keepalive. Always pair presses with releases or use retroarch_input_release_all. (2) ONE DATAGRAM PER FRAME — RetroArch consumes at most one queued input message per emulated frame per player, so N changes sent back-to-back land over N consecutive frames. For frame-accurate scripting: pause, then alternate one input tool call with one retroarch_frame_advance per change. FIRE-AND-FORGET: the Network Gamepad channel does NOT acknowledge this command — the call returns as soon as the UDP datagram is sent, with no confirmation that RetroArch received or applied it. To verify the effect, follow up with an observable tool (retroarch_get_status for run state, retroarch_read_memory / retroarch_read_ram for memory mutations, retroarch_screenshot for visual state). UDP packets to a not-listening RetroArch are silently dropped. Transport: RetroArch's Network Gamepad receiver over UDP (default 127.0.0.1:55400 + player index; requires |
| retroarch_input_releaseA | PURPOSE: Release (latch up) one or more previously pressed RetroPad buttons for a player. USAGE: Counterpart to retroarch_input_press — every press must eventually be paired with a release (or retroarch_input_release_all), because the receiver latches state indefinitely. Releasing a button that is not pressed is harmless. BEHAVIOR: Two receiver behaviors govern all input tools: (1) LATCHING — a pressed button stays down until an explicit release; there is no auto-release or keepalive. Always pair presses with releases or use retroarch_input_release_all. (2) ONE DATAGRAM PER FRAME — RetroArch consumes at most one queued input message per emulated frame per player, so N changes sent back-to-back land over N consecutive frames. For frame-accurate scripting: pause, then alternate one input tool call with one retroarch_frame_advance per change. Transport: RetroArch's Network Gamepad receiver over UDP (default 127.0.0.1:55400 + player index; requires |
| retroarch_input_release_allA | PURPOSE: Zero every button and both analog sticks for a player in a single packet — the input panic button. USAGE: Use at the start and end of every scripted input session so no latched button leaks into or out of your script; also as recovery when you have lost track of which buttons are down. Unlike releasing 16 buttons individually (16 datagrams = 16 frames to drain), this clears everything in ONE datagram, applied on the next frame. BEHAVIOR: Implementation detail worth knowing: RetroArch's receiver zeroes all input state for a player whenever it reads a datagram whose size is not exactly sizeof(struct remote_message) — this tool sends a deliberately undersized datagram to trigger exactly that. Documented receiver behavior in input/input_driver.c, stable across RetroArch releases, but it is technically a protocol edge case rather than a designed command. Transport: RetroArch's Network Gamepad receiver over UDP (default 127.0.0.1:55400 + player index; requires |
| retroarch_input_set_analogA | PURPOSE: Set one analog stick's X/Y position for a player (values persist until changed). USAGE: For analog movement, camera control, or pressure-sensitive navigation on cores that read analog sticks. Values are int16: -32768 (full left/up) to 32767 (full right/down), 0,0 = centered. Like buttons, analog state LATCHES — recenter with (0, 0) or retroarch_input_release_all when done. Sends two datagrams (X then Y), which the receiver applies over two consecutive frames. BEHAVIOR: Two receiver behaviors govern all input tools: (1) LATCHING — a pressed button stays down until an explicit release; there is no auto-release or keepalive. Always pair presses with releases or use retroarch_input_release_all. (2) ONE DATAGRAM PER FRAME — RetroArch consumes at most one queued input message per emulated frame per player, so N changes sent back-to-back land over N consecutive frames. For frame-accurate scripting: pause, then alternate one input tool call with one retroarch_frame_advance per change. Transport: RetroArch's Network Gamepad receiver over UDP (default 127.0.0.1:55400 + player index; requires |
| retroarch_input_tapA | PURPOSE: Press buttons, hold them for a duration, then release them — the everyday building block for menu navigation and normal play. USAGE: Use while emulation is RUNNING (state 'playing' per retroarch_get_status). The default 100 ms hold spans ~6 frames at 60 fps, comfortably above the one-datagram-per-frame application delay and typical game input-polling windows. For frame-accurate work while PAUSED, do not use this tool — compose retroarch_input_press / retroarch_frame_advance / retroarch_input_release manually, because this tool's hold is wall-clock and a paused emulator never samples it. BEHAVIOR: Sends press datagrams, waits hold_ms of wall-clock time, sends release datagrams. Multiple buttons latch over consecutive frames (see below), so a two-button chord is fully held only from the second frame of the hold window onward. Two receiver behaviors govern all input tools: (1) LATCHING — a pressed button stays down until an explicit release; there is no auto-release or keepalive. Always pair presses with releases or use retroarch_input_release_all. (2) ONE DATAGRAM PER FRAME — RetroArch consumes at most one queued input message per emulated frame per player, so N changes sent back-to-back land over N consecutive frames. For frame-accurate scripting: pause, then alternate one input tool call with one retroarch_frame_advance per change. Transport: RetroArch's Network Gamepad receiver over UDP (default 127.0.0.1:55400 + player index; requires |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
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