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"Understanding Persistent Memory and Context Management" matching MCP servers:

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    MCP server for the mGBA Game Boy Advance emulator. Read and write GBA memory, inject button presses, take screenshots, save/load state, and step the emulator through a Lua bridge.
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    MCP server for RetroArch via its Network Control Interface. Drive any libretro core — read/write memory, save/load state, screenshot, pause/frame-advance/reset — across NES, SNES, Genesis, N64, GBA, PS1 and more.
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    An MCP server for Dolphin (GameCube + Wii) — drives memory r/w, controller input (GameCube + Wii Remote), pause/resume/reset, savestates, and frame advance from MCP-compatible clients (Claude Desktop, Claude Code, etc.).
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    MCP server for PCSX2 and other emulators that speak the PINE protocol. Read and write 8/16/32/64-bit emulator memory and control save states for PlayStation-family emulation.
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    Enables AI assistants to read and edit live D&D 5e Foundry VTT worlds and manage Molten-hosted server lifecycle via the Model Context Protocol.
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    MIT
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    Enables MCP clients like Claude to read live state and control aircraft in Microsoft Flight Simulator 2024 via SimConnect, FSUIPC7, and raw memory, offering 23 tools for simvars, events, autopilot, and more.
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    A comprehensive Model Context Protocol server for managing Dungeons & Dragons campaigns with tools for characters, NPCs, locations, quests, combat encounters, and session tracking.
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    Enables interaction with live Pokémon data through PokeAPI, providing comprehensive Pokémon information, battle calculations, moveset validation, and team analysis. Supports searching Pokémon and moves, calculating stats, checking type effectiveness, and analyzing team synergies with in-memory caching for improved performance.
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