romdevtools
v0.41.0
Published
Tool server giving coding agents full control of homebrew ROM development AND reverse-engineering/romhacking across 14 retro platforms (NES, SNES, GB, Genesis, Atari, C64, PC Engine, MSX, ...) via WASM toolchains + emulator cores. Use over plain HTTP, as
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Readme
romdev
The entry point for romdev — vibe-code real retro games. Build, run, inspect, and reverse-engineer actual homebrew ROMs (NES, SNES, Game Boy, Genesis, Atari, C64, GBA, and more) with one command — drive it yourself or let a coding assistant do it.
npx romdevtoolsWhat you get:
- Build — bundled per-platform toolchains (cc65, SDCC, RGBDS, asar, vasm, SGDK, PVSnesLib, libtonc, …) as WASM. Write source, compile, get a real ROM.
- Run + see + drive — load the ROM into an emulated console (libretro cores as WASM), step frames, screenshot, script controller input.
- Inspect + romhack — read CPU/video/save RAM, watch memory, write-breakpoints, the Cheat-Engine value-search loop, a bundled cheat database, mapper-aware disassembly, and a byte-exact rebuildable-project disassembler.
- Reverse-engineering analysis engine (all 14 platforms) — control-flow graphs, deep cross-references, auto-detected functions (ranked real-code-first), a one-shot structural map, and a Ghidra decompiler (C-like pseudocode, with hardware registers named and 6502 SLEIGH clutter folded to readable C):
disasm({target:'cfg'|'xrefs'|'functions'|'decompile'})andsymbols({op:'analyze'}). And the piece no static tool has: live computed-jumptable recovery —breakpoint({on:'jumptable'})runs the emulator to resolve theJMP (table,X)/ RTS-trick dispatchers (state machines, script/battle VMs) that static analysis collapses to "could not recover." Understand how a routine works before you touch it — no $3,000 IDA license, no install. - Convert assets — PNG → platform tiles/tilemaps, quantize-to-palette, audio importers (BRR for SNES, XGM2 PCM for Genesis).
Point any coding agent at it three ways:
- Plain HTTP —
POST http://127.0.0.1:7331/tool/{name}; browse/try every tool at/documentation. - Agent Skill —
GET /skills/romdev/SKILL.md(the Agent Skills standard; save it to your skills dir asskills/romdev/SKILL.md; ~100 tokens until invoked). - MCP — it's also a Model Context Protocol server at
/mcpfor clients that want it.
This package contains all the JavaScript — the tool surface, the WASM emulator host, the per-platform example games, runtime/library source, and debug helpers — but no emulator or compiler WASM itself. Those ship in the romdev-* binary packages it depends on, loaded on demand the first time you build or run a given platform.
For the full project — what romdev is, the supported-platform matrix, how the pieces fit together, and how to develop on it — see the repository README.
What's in this package
binromdevtools→ the tool server (src/mcp/server.js). Serves the HTTP tool routes,/documentation,/skills/romdev/SKILL.md, and an MCP endpoint onhttp://127.0.0.1:7331by default (PORT/HOSTto override).romdev-mcpis kept as an alias of the same command.romdevtools-cli→ a smoke/utility CLI, incl.romdevtools-cli play <rom>(SDL window, hot-plug controllers).
src/— the server, MCP tools, WASM host, core/toolchain resolvers, per-platform memory interpretation, and bundled library/runtime source (cc65 libs, PVSnesLib, SGDK, libtonc/libgba, hUGEDriver, …) that forked projects link against.examples/— per-platform example games (complete, working, forkable) and minimal references.
Dependencies
romdevtools hard-depends (exact-pinned) on the binary/data packages it needs, so a single install gets a matched, tested set:
- Cores:
romdev-core-{fceumm,gambatte,gpgx,vice,handy,prosystem,geargrafx,bluemsx} - Platforms:
romdev-platform-{snes,gba,atari2600} - Toolchains:
romdev-toolchain-{cc65,sdcc,m68k-gcc,vasm,rgbds} - Analysis:
romdev-analysis(Rizin → WASM: control-flow graphs, cross-references, function detection) andromdev-analysis-decompiler(Ghidra's C++ decompiler → WASM + SLEIGH processor specs for all 14 CPUs). Powerdisasm({target:'cfg'|'xrefs'|'functions'|'decompile'})andsymbols({op:'analyze'}). Lazy-loaded on first use. - Data:
romdev_game_codes— the bundled game-code / cheat database (a free labeled RAM/code map for thousands of known ROMs), split out so it can grow independently. Lazy-loaded one platform at a time.
@kmamal/sdl is used only by playtest() / romdevtools-cli play (the live window). It ships its native binary via its own install script, which npm skips when romdev is a transitive dep (e.g. under npx) — so romdev's postinstall fetches it, and playtest() also self-heals at runtime if the binary is still missing (downloading the prebuilt before the first window open). Either way, if the binary can't be fetched (offline/locked-down network), the headless server is unaffected — only the live window degrades, and the error tells you the one command to fix it.
Connect
npx romdevtools
# then, e.g. for Claude Code (MCP):
claude mcp add --transport http romdev http://127.0.0.1:7331/mcpIt's a standard streamable-HTTP MCP server at http://127.0.0.1:7331/mcp. For opencode, Codex CLI, and other clients, see Connect in the repository README. An optional human observer (live tool-call view) is at /livestream.
Agents: the server delivers AGENTS.md as connection-time instructions — the workflow guide for the full tool surface. Or just connect your agent and call catalog({op:'categories'}) to explore the tools live, and catalog({op:'status'}) for the running version + session snapshot.
Prefer not to use MCP? Use HTTP or a Skill
Most agents support MCP, but you don't have to use it. Run the server
(npx romdevtools) and skip wiring it into your agent's MCP
config — no claude mcp add, no mcp.json entry, no MCP client at all. The
same 32 tools are reachable over plain HTTP / as an Agent Skill against the
running server:
- Plain HTTP:
POST http://127.0.0.1:7331/tool/{name}with the args as a JSON body; the response is JSON. Browse/try every tool at/documentation(Swagger UI, served locally — no CDN), or get the machine spec at/openapi.json. The agent picks its own session id and sends it as thex-romdev-sessionheader on every call — it's required (no header →401; the server won't silently run you in a throwaway session). Make it unique and task-descriptive (e.g.nes-platformer-build), since it's also the label shown in the/livestreamobserver. The emulator host is per-session, so the same id keeps your ROM across calls, and several agents can share one server by each using a different id. A call that fails returns a non-2xx (4xx) with the reason in the body — never a 200 that hides an error. romdev runs locally and tool path args (path,outputPath, …) are local filesystem paths, not uploads — pass absolute paths on the same machine. - Agent Skill:
GET /skills/romdev/SKILL.mdis a portable Agent SkillsSKILL.md(works in Claude Code, opencode, OpenClaw, Hermes, …). Drop it in your agent's skills dir; it costs ~100 tokens until invoked (vs always-on MCP tool defs), then teaches the workflows + thePOST /tool/{name}calls.
Both are generated from the same tool registry as the MCP surface, so they never
drift. You still run the server — npx romdevtools (it hosts the
emulators/toolchains in-process and serves these routes on :7331). What the
HTTP/skill path removes is the MCP client/protocol and its always-on context
cost — not the server. There's no separate install beyond romdev itself, and
never a host gcc or emulator.
License
romdev's code is MIT, and the games you build are yours — including to sell. Full details + third-party component inventory: LICENSE and NOTICE.
