mcp-ppsspp
v0.1.4
Published
MCP server for PPSSPP — drive PSP games through PPSSPP's built-in WebSocket debugger interface
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mcp-ppsspp
An MCP server that exposes PPSSPP — the PlayStation Portable emulator — to any MCP-compatible client (Claude Desktop, Claude Code, etc.) via PPSSPP's built-in WebSocket debugger interface.
Read and write PSP memory, drive games with button input, capture screenshots, set CPU breakpoints, inspect MIPS Allegrex registers — all through a clean tool interface. No bridge plugin needed; PPSSPP's debugger is built into the emulator.
How it works
+------------------+ stdio +------------------+ WebSocket +------------------+
| MCP client | JSON-RPC | mcp-ppsspp | JSON-RPC | PPSSPP |
| (Claude / etc.) | ===========> | (Node.js) | =============> | (debugger) |
+------------------+ +------------------+ +------------------+Unlike the mcp-bizhawk / mcp-mgba bridges (which need a Lua plugin loaded into the emulator), PPSSPP ships with its own debugger WebSocket interface — we just speak JSON to it. No plugin to install.
The connection uses subprotocol debugger.ppsspp.org on PPSSPP's debugger port.
Requirements
- PPSSPP (recent version with WebSocket debugger — 1.7+)
- Node.js 18+
- "Allow remote debugger" enabled in PPSSPP
Install
npm install -g mcp-ppssppOr npx -y mcp-ppsspp.
Set up PPSSPP's debugger
- Launch PPSSPP, load any PSP ISO/EBOOT
- Settings → Tools → Developer Tools → Allow remote debugger (check the box)
- PPSSPP will show the active host:port (e.g.
ws://192.168.1.10:12345/debugger) - Note the port number — you'll set it as an environment variable for the MCP server
Register with your MCP client
Claude Code (CLI)
claude mcp add ppsspp --scope user --env PPSSPP_PORT=12345 mcp-ppssppReplace 12345 with your actual port. Verify:
claude mcp list
# ppsspp: mcp-ppsspp - ✓ ConnectedClaude Desktop
Edit claude_desktop_config.json:
{
"mcpServers": {
"ppsspp": {
"command": "mcp-ppsspp",
"env": { "PPSSPP_PORT": "12345" }
}
}
}Restart Claude Desktop after editing.
Configuration
| Env var | Default | Purpose |
|----------------|---------------|--------------------------------------------------|
| PPSSPP_HOST | 127.0.0.1 | WebSocket host to dial |
| PPSSPP_PORT | (required) | WebSocket port — see PPSSPP's debugger settings |
Tools
| Tool | Description |
|------|-------------|
| ppsspp_ping | Verify connectivity (returns version) |
| ppsspp_get_info | Title, disc ID, version, run state |
| ppsspp_read8 / ppsspp_read16 / ppsspp_read32 | Read u8 / u16-LE / u32-LE from PSP memory |
| ppsspp_write8 / ppsspp_write16 / ppsspp_write32 | Write to PSP memory |
| ppsspp_read_range | Read up to 64 KiB as a byte array |
| ppsspp_write_range | Write byte array to memory |
| ppsspp_read_string | Read null-terminated UTF-8 string |
| ppsspp_press_buttons | Set persistent PSP button state |
| ppsspp_press_button | Press a button for N frames + auto-release |
| ppsspp_send_analog | Set analog stick position |
| ppsspp_pause / ppsspp_resume | Pause / resume emulation |
| ppsspp_step | Step one MIPS instruction |
| ppsspp_reset | Soft-reset the loaded game |
| ppsspp_screenshot | Capture framebuffer as inline PNG |
| ppsspp_get_registers | Read all MIPS Allegrex registers |
| ppsspp_breakpoint_add / _remove / _list | CPU execution breakpoints |
PSP memory map (cheat sheet)
| Range | Region |
|--------------------------|---------------------------------|
| 0x00010000 - 0x00013FFF | Scratchpad (fast 16 KiB SRAM) |
| 0x04000000 - 0x041FFFFF | VRAM (2 MiB GE video memory) |
| 0x08000000 - 0x087FFFFF | Kernel RAM (8 MiB, low half) |
| 0x08800000 - 0x09FFFFFF | User RAM (24 MiB, where most game state lives) |
| 0xBC000000+ | Hardware registers |
PSP is little-endian (MIPS Allegrex). Kernel-mode mirrors at 0x88xxxxxx map to the same physical RAM as 0x08xxxxxx.
PSP buttons
cross, circle, triangle, square, up, down, left, right, start, select, ltrigger, rtrigger, home.
Troubleshooting
| Symptom | Cause / Fix |
|---|---|
| PPSSPP_PORT must be set on startup | Set the env var to the port shown in PPSSPP's Developer Tools dialog |
| WebSocket connection failed | PPSSPP isn't running, "Allow remote debugger" isn't checked, or you have the wrong port |
| Tool calls hang / time out | Check the PPSSPP UI is responding; the WebSocket request requires PPSSPP's main loop to dispatch |
| Invalid address on memory ops | Address is outside the PSP's mapped regions (user RAM is 0x08800000+, not 0x00000000+) |
| Screenshot returns no data | No game loaded — boot an ISO/EBOOT first |
| Buttons don't seem to do anything | PPSSPP's input has the buttons but they may not "feel" right via remote input if the game polls fast; try ppsspp_press_button with a longer duration |
Limitations
- No savestate API — PPSSPP's WebSocket debugger doesn't expose
savestate.save/load. Use PPSSPP's keybinds (F1-F8 for slots) via the UI for now. Could be hacked by usinginput.buttons.pressto trigger the keybind, but not native. - Frame-advance is instruction-level only (
cpu.stepInto). To advance a whole frame, set a breakpoint at the vblank handler andresume. - Analog stick is shared state —
ppsspp_send_analogupdates the persistent stick position; not auto-released.
Development
npm install
npm run dev # tsc --watch — autobuilds on src/ changes