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seanpdwyer7

franchise-mcp-server

by seanpdwyer7

franchise-mcp-server

An MCP (Model Context Protocol) server that lets LLMs read and edit Madden NFL franchise saves and EA SPORTS College Football dynasty saves (CFB 27+). It wraps bep713/madden-franchise — the community-standard parser behind tools like Franchise Editor — and exposes its full capability as a set of well-guarded tools. It also reaches the Frostbite game-asset layer (textures/meshes/tuning inside the game files) via a headless Frosty sidecar — see Frostbite game-asset layer.

Supported games (inherited from the library): Madden 19–27, College Football 27+. Both franchise saves and FTC (franchise-common) game-data files open.

┌────────────┐     MCP (stdio)     ┌─────────────────────┐        ┌──────────────────┐
│ LLM client │ ◄─────────────────► │ franchise-mcp-server │ ◄────► │ madden-franchise │ ◄── CAREER-* / DYNASTY-* files
└────────────┘                     └─────────────────────┘        └──────────────────┘

Layout

franchise-mcp-server/
├── src/                 TypeScript source
│   ├── index.ts         server + tool registrations
│   ├── session.ts       open-file sessions, table resolution, field loading
│   ├── serialize.ts     field value ⇄ JSON conversion, validation, pagination
│   ├── types.ts         structural types for the library
│   └── constants.ts
├── dist/                built JS (entry: dist/index.js)
├── tests/smoke-test.mjs end-to-end test (drives the server over stdio)
└── skills/franchise-editor/          ← docs for LLM agents
    ├── SKILL.md                       main skill (workflow + safety rules)
    └── references/
        ├── domain-model.md            file anatomy, references, free-lists
        ├── workflows.md               step-by-step recipes
        ├── cfb-notes.md               CFB 27 dynasty specifics
        └── library-api.md             building apps on the library directly

Related MCP server: StatsPlus MCP Server

Setup

Requires Node.js >= 22.19.0.

This server depends on madden-franchise via file:../madden-franchise — clone it as a sibling directory (the repo version includes CFB 27 support that is ahead of the npm release):

# 1. Clone both repos side by side
git clone https://github.com/bep713/madden-franchise.git
git clone https://github.com/<you>/franchise-mcp-server.git

# 2. Build the library
cd madden-franchise && npm install && npm run build

# 3. Build the server
cd ../franchise-mcp-server && npm install && npm run build

# 4. Smoke test against bundled CFB 27 test data (uses a copy!)
cp ../madden-franchise/tests/data/DYNASTY-27COMPRESS /tmp/DYNASTY-TEST
node tests/smoke-test.mjs /tmp/DYNASTY-TEST

Register with Claude Code (project .mcp.json)

{
  "mcpServers": {
    "franchise": {
      "command": "node",
      "args": ["<absolute-path-to>/franchise-mcp-server/dist/index.js"]
    }
  }
}

Register with Claude Desktop (claude_desktop_config.json)

{
  "mcpServers": {
    "franchise": {
      "command": "node",
      "args": ["<absolute-path-to>/franchise-mcp-server/dist/index.js"]
    }
  }
}

Give the agent the skills/franchise-editor/ folder (Claude Code discovers it from .claude/skills/; other agents can be pointed at SKILL.md directly).

Tool catalog

File lifecycle

Tool

Purpose

franchise_open

Open a CAREER-/DYNASTY- file into a session. Options: auto_unempty (needed to add rows), game_year_override, game_type_override. Returns game/schema info.

franchise_save

Persist changes — overwrite, or output_path to save-as. Nothing is written to disk without this.

franchise_close

Close a session, discarding unsaved changes.

franchise_list_open_files

Sessions + which tables have unsaved changes.

Discovery

Tool

Purpose

franchise_list_tables

Browse/filter the ~2,000+ tables (name, uniqueId, record count, capacity, isArray).

franchise_get_table_schema

Field definitions: type, min/max, maxLength, enum members, reference-ness, storage section.

Reading

Tool

Purpose

franchise_read_records

Paginated row reads with field selection; row_indices for specific rows; array tables return ordered reference lists.

franchise_get_record

Every field of one row, field-paginated (Player has ~300 fields).

franchise_search_records

Find rows by field conditions (eq/neq/contains/gt/gte/lt/lte), e.g. player by name.

Writing

Tool

Purpose

franchise_edit_records

Batch field edits with validation: range-checked ints, length-checked strings, enum-name checking, references as {tableId,row}/{tableUniqueId,row}/null, JSON blobs (CharacterVisuals). Echoes old→new values. Blocks writes to empty records unless auto_unempty.

References & row lifecycle

Tool

Purpose

franchise_resolve_reference

Decode 32-bit refs (binary string, asset id, or tableId+row) to table name/uniqueId/row.

franchise_find_references_to_record

Which tables point at a record (run before removing/repurposing anything).

franchise_get_empty_records

Free-list state: nextRecordToUse, empty-row chain — the safe way to add rows.

franchise_recalculate_empty_records

Rebuild the free-list after bulk operations.

Bundled full CFB 27 schema

CFB save headers only declare one of the game's three schema namespaces, so stock schema selection leaves key tables (notably Team) schema-less. This server bundles the full combined schema (data/schemas/CFB27_809_0.gz, major 809) and auto-applies it to college saves — unlocking real field names for team identity, the native Media/Coaches/CFP polls, prestige, and records. Schema extraction method credit: brooksg357-a11y/cfb27-dynasty-modding.

Design notes

  • Validation-first writes. The underlying library bit-packs values and will silently wrap out-of-range ints and corrupt free-lists if misused; this server rejects out-of-range/oversized/invalid-enum writes and empty-record writes with errors that state the valid values.

  • Stable identity. Tools push agents toward table_unique_id (stable across files and game years) over file-specific tableIds and ambiguous names.

  • Context-efficient. Everything is paginated and field-selectable; responses over ~25k chars truncate with explicit truncated_by_size + next_offset metadata.

  • Edit-safe partial reads. Field lists load incrementally; pending edits are flushed to the table buffer before any re-read, so partial reads never lose unsaved changes.

  • Sessions. Multiple files can be open at once (e.g. copy data between a Madden franchise and a CFB dynasty, or between a save and its backup).

Known table uniqueIds

Table

uniqueId

Verified

Player

1612938518

Madden 25/26, CFB 27

CharacterVisuals

1429178382

CFB 27

Everything else: discover per-file with franchise_list_tables (name collisions are common — eight tables named Team exist in CFB 27; pick by record count).

Draft class files (CAREERDRAFT-*)

Three additional tools read and write Madden 25/26 shareable draft class files directly (the CAREERDRAFT-* files the game imports/exports), separate from franchise saves:

  • draftclass_read — header + paginated prospects (~90 friendly fields each: names, all ratings, draft round/pick, dev trait, body type, portrait/commentary ids, college, full visuals JSON)

  • draftclass_get_prospect — one prospect, everything, optional visuals

  • draftclass_edit_prospects — apply field edits and write the file back (auto-backup when overwriting in place)

Powered by madden-draft-class-tools by WiiExpertise (GPL-3.0) — all credit for the CAREERDRAFT format work.

Frostbite game-asset layer (frosty_* tools)

Everything above edits save files. Four more tools reach the game's own Frostbite asset database — the EBX objects, textures, meshes and gameplay tuning inside CFB 27 / Madden 26 themselves — by driving MMC/Frosty's FrostySdk headlessly. Proven on a real CFB 27 install: 1,012,545 assets loaded, searched, and read into typed JSON.

  • frosty_info — profile + total asset count

  • frosty_search_assets — find assets by name (optional type filter)

  • frosty_list_types — distinct asset types with counts (discovery)

  • frosty_read_asset — one asset → full typed JSON tree

These are opt-in: set FROSTY_MMC_PATH to your MMC/Frosty editor folder (after building the sidecar there — see frosty-cli/). Unset, the tools error with a hint and the save tools are unaffected. The server keeps one long-lived sidecar per game, so the first call loads the asset DB (~20s) and the rest are instant.

┌────────────┐   MCP   ┌─────────────────────┐   stdin/stdout   ┌──────────────┐
│ LLM client │ ◄─────► │ franchise-mcp-server │ ◄──────────────► │ frosty-cli.exe│ ◄── CFB27 / M26 game data
└────────────┘         └─────────────────────┘  (headless SDK)  └──────────────┘

What's in there: gameplay/sim tunables live under AttribSys/data/**. Note that recruiting / NIL / dynasty logic is compiled, not in the asset layer — the asset DB only holds recruiting UI icons and cutscenes, so recruiting changes must go through the save-file (franchise_*) tools. Read is proven; writing .fbmod files is the next step. Build + boot recipe + honesty notes: frosty-cli/README.md.

License

MIT (the wrapped madden-franchise library is MIT by matthewpanetta/bep713).

A
license - permissive license
-
quality - not tested
B
maintenance

Maintenance

Maintainers
Response time
Release cycle
Releases (12mo)
Commit activity

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