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Works with

Claude CodeClaude DesktopCursorVS CodeClineCodex CLIOpenClaw+ any MCP client

Install to Claude Code

This server doesn't publish a one-line install command. Follow the setup in the source repository.

Summary

dmang-dev/mcp-dolphin MCP server](https://glama.ai/mcp/servers/dmang-dev/mcp-dolphin/badges/score.svg)](https://glama.ai/mcp/servers/dmang-dev/mcp-dolphin) πŸ“‡ 🏠 🍎 πŸͺŸ 🐧 - Drive the Dolphin GameCube/Wii emulator from any MCP client: read/write PowerPC...

README.md

mcp-dolphin

![npm version](https://www.npmjs.com/package/mcp-dolphin) ![npm downloads](https://www.npmjs.com/package/mcp-dolphin) ![CI](https://github.com/dmang-dev/mcp-dolphin/actions/workflows/ci.yml) ![License: MIT](LICENSE) ![Snyk](https://snyk.io/test/npm/mcp-dolphin) ![Socket](https://socket.dev/npm/package/mcp-dolphin) ![Bundlephobia](https://bundlephobia.com/package/mcp-dolphin) ![npmgraph](https://npmgraph.js.org/?q=mcp-dolphin)

An MCP server for Dolphin (GameCube + Wii) β€” 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.).

What you can do with it

  • Read & write emulated PowerPC memory β€” 8/16/32/64-bit, MEM1 + MEM2
  • Send controller input β€” GameCube (digital + analog sticks + triggers), Wii Remote (buttons + IR pointer + accelerometer + MotionPlus angular velocity)
  • Reset the emulator (pause/resume not in v0.1.0 β€” see Known limitations)
  • Save / load state to numbered slots (0-255; 1-10 map to F1-F10 in Dolphin)
  • Frame advance β€” wait N frames synchronously for TAS-style precision

Not yet wired in v0.1.0 (deferred to a later release):

  • Wii Remote motion (pointer, accelerometer, swing, shake, tilt)
  • Nunchuk / Classic Controller / GBA-via-Wii input
  • Memory breakpoints, register access, screenshots

Architecture (and the hard prerequisite)

β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚ Dolphin (Felk's fork β€” required, not mainline)  β”‚
β”‚                                                 β”‚
β”‚   mcp_bridge.py loaded via Scripting panel      β”‚
β”‚   └─ TCP server on 127.0.0.1:55355              β”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
                  ↕ TCP loopback (newline-delimited JSON)
β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚ mcp-dolphin (Node.js β€” this package)            β”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
                  ↕ MCP stdio
              MCP client (Claude etc.)

Mainline Dolphin does not have Python scripting. mcp-dolphin talks to Felk's actively-maintained Dolphin fork which embeds Python with first-class access to memory, controllers, savestates, and the frame loop. Mainline Dolphin Python PRs (#7064) have been stuck since 2022; the Lua forks (dolphinWatch, SwareJonge/Dolphin-Lua-Core) are dead. Felk is the only living scripting path.

One-time setup

1. Install Felk's Dolphin fork

Grab a build from Felk/dolphin Releases β€” currently Python Scripting Preview 4 (December 2025). Unzip it somewhere you can find. It's a regular Dolphin build plus a Scripting panel under the View menu.

If you see Python errors when loading the bridge, enable the Scripting log type: View β†’ Show Log Configuration β†’ check Scripting (set verbosity to "Info" or "Error"), then View β†’ Show Log so the log window is visible.

2. Print the bridge script and load it

npx -y mcp-dolphin --print-bridge > mcp_bridge.py

Then in Felk's Dolphin:

  1. View β†’ Scripting to open the scripting panel.
  2. Click Add New Script and pick the mcp_bridge.py you just wrote.
  3. Verify in Dolphin's Log window β€” you should see [mcp-bridge] listening on 127.0.0.1:55355 (bridge v0.1.0).

The script keeps running as long as Dolphin is open. Remove it from the Scripting panel to stop the bridge.

3. Register mcp-dolphin in your MCP client

Claude Code: ``bash claude mcp add dolphin --scope user mcp-dolphin ``

Claude Desktop β€” edit claude_desktop_config.json: ``json { "mcpServers": { "dolphin": { "command": "npx", "args": ["-y", "mcp-dolphin"] } } } ``

Restart your MCP client after editing.

4. Verify

Load a GameCube or Wii game in Dolphin, then ask the agent to call dolphin_ping. You should see OK β€” bridge v0.1.0 (Felk Python fork).

Tools

| Tool | Description | |------|-------------| | dolphin_ping | Liveness probe + bridge-version sniff | | dolphin_get_info | Report bridge version and Dolphin label | | dolphin_read8/16/32/64 | Read PowerPC memory (big-endian) | | dolphin_read_range | Bulk read up to 64 KiB as hex dump | | dolphin_write8/16/32/64 | Write PowerPC memory | | dolphin_press_gc_buttons | Set GameCube controller state (port + button/axis dict) | | dolphin_press_wiimote_buttons | Set Wii Remote button state | | dolphin_set_wiimote_pointer | Set Wii Remote IR pointer position (port + x + y) | | dolphin_set_wiimote_acceleration | Set Wii Remote accelerometer (port + x + y + z, ~g units) | | dolphin_set_wiimote_angular_velocity | Set Wii MotionPlus angular velocity (port + x + y + z, rad/s) | | dolphin_reset | Emulation soft-reset (pause/resume deferred to v0.2 β€” see Known limitations) | | dolphin_frame_advance | Wait N frames (TAS sequencing) | | dolphin_save_state / dolphin_load_state | Slot-based savestate (0-255) |

GameCube + Wii address space (cheat sheet)

| Range | Region | |-------|--------| | 0x80000000-0x817FFFFF | MEM1 main RAM (24 MiB) β€” GC + Wii | | 0x80000020 | OS_GLOBALS β€” disc ID, FST pointer, etc. | | 0x90000000-0x93FFFFFF | MEM2 (64 MiB) β€” Wii only | | 0xCC000000+ | Flipper / Hollywood I/O β€” reads usually safe, writes can wedge | | 0xCD000000+ | Wii-only Hollywood registers |

PowerPC is big-endian on hardware. The bridge handles byte-swap on read/write β€” pass and receive the value the game logically sees, not the byte order.

Controller input

GameCube (dolphin_press_gc_buttons)

{
  "port": 0,
  "state": {
    "A": true, "B": false, "Start": true,
    "StickX": 200, "StickY": 128,
    "TriggerLeft": 0, "TriggerRight": 255
  }
}
  • Digital buttons: A, B, X, Y, Z, Start, L, R, Up, Down, Left, Right
  • Analog axes: StickX, StickY, CStickX, CStickY (0-255, 128 = center)
  • Triggers: TriggerLeft, TriggerRight (0-255, 0 = released)
  • Omitted keys default to released / center.

Wii Remote (dolphin_press_wiimote_buttons)

{ "port": 0, "state": { "A": true, "Plus": true, "Up": true } }
  • Buttons: A, B, One, Two, Plus, Minus, Home, Up, Down, Left, Right
  • v0.1.0 covers buttons only β€” motion, pointer, Nunchuk, Classic Controller deferred to a future release.

Configuration

| Env var | Default | Purpose | |---|---|---| | DOLPHIN_BRIDGE_HOST | 127.0.0.1 | Bridge host (the Dolphin process is local, so this rarely changes) | | DOLPHIN_BRIDGE_PORT | 55355 | Bridge port (must match LISTEN_PORT in mcp_bridge.py) | | DOLPHIN_TIMEOUT_MS | 10000 | Per-call timeout | | MCP_DOLPHIN_DEBUG | unset | Set to 1 to trace every TX message on stderr |

If you change the port, edit both mcp_bridge.py (in your scripts dir) and set DOLPHIN_BRIDGE_PORT.

Troubleshooting

| Symptom | Cause / Fix | |---|---| | Dolphin bridge not reachable | Dolphin not running, script not loaded in Scripting panel, or wrong port. Check Dolphin's Log window for [mcp-bridge] listening on .... | | unknown method: <something> from bridge | Bridge script is older than mcp-dolphin. Re-export with npx mcp-dolphin --print-bridge > mcp_bridge.py and reload in Dolphin. | | Memory reads return 0xFFFFFFFF or error | Address is unmapped on the current title. MEM2 (0x90000000+) is Wii-only; reading it on a GameCube game returns garbage. | | Controller input has no effect | Game expects input on a different port. Try port: 0 first, then 1-3. For Wii games requiring motion, this v0.1.0 doesn't cover Wii Remote pointer/accel yet. | | Tool calls hang ~10 s then time out | Bridge script crashed inside Dolphin. Open Felk's Scripting panel, remove the script, re-add it. |

Debugging with the MCP Inspector

Browse and call this server's tools interactively with the MCP Inspector:

npm run inspector

Build first if you've edited src/ since your last npm install (npm run build, or keep npm run dev running). Override the bridge address with DOLPHIN_BRIDGE_HOST / DOLPHIN_BRIDGE_PORT (default 127.0.0.1:55355). tools/list works even without Dolphin connected; calling a tool needs Felk's Dolphin running bridge/mcp_bridge.py.

License

MIT β€” see LICENSE.

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