dolphin-decomp-mcp
Provides a set of low-level tools for reverse engineering GameCube and Wii games via Dolphin's DAP debug server, including memory/register operations, disassembly, breakpoints, and code injection.
README
dolphin-decomp-mcp
A small, general-purpose tool surface over Dolphin's DAP debug server for decompilation / reverse-engineering work on GameCube & Wii titles.
It exposes 12 primitives — read/write memory and registers, disassemble, run control, code & data breakpoints, a PPC assembler, code injection, detours, and non-halting realtime watches/freezes — as an MCP server (for an agent like Claude Code) and an equivalent CLI (for manual poking). Both front-ends share the exact same handlers, so behaviour can't drift.
The tools are deliberately low-level. The agent composes them into whatever it needs; the three headline workflows fall out of composition (see Recipes).
Requirements
- A Dolphin built from the
feature/dap-serverbranch with the DAP server enabled (see below). This project talks to that server; it does not embed one. - Python ≥ 3.10.
- For the assembler tools: the
powerpc-eabi-*binutils. This project reuses the ones the melee decomp tree ships underbuild/binutils. Point it elsewhere withDOLPHIN_DECOMP_BINUTILS=/path/to/dir. - For the MCP server front-end only:
pip install mcp. The CLI and the Python API need no third-party packages.
Install
cd dolphin-decomp-mcp
python3 -m venv .venv && . .venv/bin/activate
pip install -e '.[mcp,dev]' # drop [mcp] if you only want the CLI
pytest -q # 21 tests, no emulator needed
Connecting to Dolphin
Start Dolphin's DAP server. Prefer a Unix socket — it is gated by
filesystem permissions. The TCP transport in this fork binds an unauthenticated
debug server that grants full guest-memory read/write and code injection; if you
use TCP, keep it on loopback (127.0.0.1) and off any untrusted network. (A
local patch pinning the fork's TCP bind to loopback lives in the sibling
dolphin-dap checkout.)
dolphin-emu-nogui \
-C Dolphin.General.DAPSocket=/tmp/dolphin-decomp.sock \
-C Dolphin.General.DAPStopOnEntry=true \
-v Null --platform headless \
--exec /path/to/GALE01.iso
# optional: --debug-elf /path/to/main.elf (adds DWARF 1.1 line info / symbols)
Then point either front-end at it via --socket / --port or the env vars
DOLPHIN_DAP_SOCKET, DOLPHIN_DAP_HOST, DOLPHIN_DAP_PORT.
MCP server (agent-facing)
Run it over stdio:
dolphin-decomp-mcp --socket /tmp/dolphin-decomp.sock
Register it with Claude Code (.mcp.json in your project, or claude mcp add):
{
"mcpServers": {
"dolphin": {
"command": "/abs/path/dolphin-decomp-mcp/.venv/bin/dolphin-decomp-mcp",
"args": ["--socket", "/tmp/dolphin-decomp.sock"],
"env": { "DOLPHIN_DECOMP_BINUTILS": "/abs/path/melee/build/binutils" }
}
}
}
The connection to Dolphin is lazy and reconnects if the socket drops, so the MCP server can start before the emulator is up.
CLI (manual)
Every tool is a subcommand (the dolphin_ prefix is dropped). Scalars are
positional/flag args; object/array args are JSON strings. Output is JSON.
dolphin-decomp --socket /tmp/dolphin-decomp.sock session status
dolphin-decomp --socket /tmp/dolphin-decomp.sock read 0x80000000 16
dolphin-decomp --socket /tmp/dolphin-decomp.sock read 0x80003100 4 --format disasm
dolphin-decomp --socket /tmp/dolphin-decomp.sock control pause
dolphin-decomp --socket /tmp/dolphin-decomp.sock inject $'li r3, 1\nblr'
dolphin-decomp --socket /tmp/dolphin-decomp.sock breakpoints --data '[{"address":2147483648,"access":"write"}]'
dolphin-decomp assemble $'li r3, 0x1234\nblr' # no emulator needed
The tools
| Tool | What it does |
|---|---|
dolphin_session |
status / attach / launch / restart / terminate / disconnect |
dolphin_read |
read memory as hex, or as disassembly |
dolphin_write |
write raw bytes (hex) to memory |
dolphin_registers |
read all registers of the top frame; optionally write some first |
dolphin_eval |
evaluate a PPC debugger expression (r3 + r4, memory derefs) |
dolphin_stack |
backtrace the stopped core (who called / who wrote) |
dolphin_control |
continue / pause / step_over / step_in / step_out / goto — returns the resulting stop |
dolphin_breakpoints |
set code breakpoints and/or data watchpoints (authoritative) |
dolphin_assemble |
PPC (Gekko) asm text → machine-code bytes, no emulator needed |
dolphin_inject |
assemble (or take hex) and write code into a cave or a fixed address |
dolphin_detour |
install a transparent detour at an instruction (observe or replace) |
dolphin_watch |
non-halting realtime memory watch/poll, and freeze/unfreeze |
Recipes
Find the writer (reverse breakpoint). What corrupts 0x8045C000?
dolphin_breakpoints data=[{address: 0x8045C000, access: "write"}]dolphin_control continue→ stops withreason: "data breakpoint", PC = the writing instruction.dolphin_stack+dolphin_registers→ the culprit and its inputs.
Call a function / test a hypothesis. Does fn(0x10) return what you think?
dolphin_control goto <fn_entry>;dolphin_registers writes={r3: 0x10}.dolphin_breakpoints code=[{address: <caller_return_or_blr>}].dolphin_control continue; read the result fromr3viadolphin_registers.
Test a code change live. Try a fix without rebuilding the game.
- Patch in place:
dolphin_inject code="<asm>" address=<site>(read it first if you want to restore), or - Observe/replace non-destructively:
dolphin_detour target=<fn> body="<asm>"(end withb-to-trampoline to observe, orblrafter settingr3to replace), thendolphin_control continueand verify.
Layout
dolphin_decomp/
dap.py # framed DAP client core + event pump (no deps)
session.py # high-level Dolphin operations (no deps)
ppc.py # powerpc-eabi assembler wrapper (no deps)
tools.py # the 12-tool registry + Backend (shared by both front-ends)
server.py # MCP server (needs `mcp`)
cli.py # CLI (no deps)
tests/ # framing, session-over-mock, assembler; mcp_smoke.py is live-only
License
MIT.
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