Hack, modify, and translate Game Boy / Game Boy Color ROMs using the Gearboy emulator MCP server. Provides workflows for memory searching, value discovery, cheat creation, data modification, sprite/text finding, and translation patching. Use when the user wants to create cheats, find game values in memory, modify ROM data, translate a Game Boy game, patch game behavior, create ROM hacks, discover hidden content, change sprites or graphics, find text strings, apply Game Genie or GameShark codes, do infinite lives or health hacks, search for score or item counters, or reverse engineer data structures in Game Boy or Game Boy Color games. Also use for any ROM hacking, memory poking, or game modification task involving Gearboy.
Hack, modify, and translate Game Boy and Game Boy Color ROMs using the Gearboy emulator as an MCP server. Search memory for game variables, create cheats, find text strings for translation, locate sprite data, and reverse engineer data structures — all through MCP tool calls. Use save states as checkpoints and fast forward to reach specific game states.
IMPORTANT — Check before installing: Before attempting any installation or configuration, you MUST first verify if the Gearboy MCP server is already connected in your current session. Call debug_get_status — if it returns a valid response, the server is active and ready.
Only if the tool is not available or the call fails, you need to help install and configure the Gearboy MCP server:
Run the bundled install script (macOS/Linux):
bash scripts/install.sh
This installs Gearboy via Homebrew on macOS or downloads the latest release on Linux. It prints the binary path on completion. You can also set INSTALL_DIR to control where the binary goes (default: ~/.local/bin).
Alternatively, download from GitHub Releases or install with brew install --cask drhelius/geardome/gearboy on macOS.
Configure your AI client to run Gearboy as an MCP server via STDIO transport. Example for Claude Desktop (~/Library/Application Support/Claude/claude_desktop_config.json):
{
"mcpServers": {
"gearboy": {
"command": "/path/to/gearboy",
"args": ["--mcp-stdio"]
}
}
}
Replace /path/to/gearboy with the actual binary path from the install script. Add --headless before --mcp-stdio on headless machines.
Memory search is the primary tool for ROM hacking. It uses a capture → change → compare cycle to isolate memory addresses holding game values.
1. memory_search_capture → snapshot current memory state
2. (change the value in-game using controller_button, fast forward, etc.)
3. memory_search → compare against snapshot to find changed addresses
4. Repeat 2-3 until only a few candidates remain
5. read_memory / write_memory → verify and modify the found addresses
memory_search supports these operators: <, >, ==, !=, <=, >=
Compare types:
previous — compare current value to last captured snapshot (most common)value — compare current value to a specific numberaddress — compare current value to value at another addressData types: hex, signed, unsigned
1. memory_search_capture → snapshot with 3 lives
2. Lose a life in-game (play or use controller_button)
3. memory_search (operator: <, compare: previous) → values that decreased
4. memory_search_capture → snapshot with 2 lives
5. Lose another life
6. memory_search (operator: <, compare: previous) → narrow further
7. Or use: memory_search (operator: ==, compare: value, value: 1)
→ find addresses holding exactly 1
8. write_memory on the candidate address to set lives to 99
9. get_screenshot to verify the change took effect
Score values are often stored as multi-byte (16-bit little-endian on SM83) or BCD-encoded:
1. memory_search_capture → snapshot at score 0
2. Score some points in-game
3. memory_search (operator: >, compare: previous) → values that increased
4. memory_search_capture
5. Score more points
6. memory_search (operator: >, compare: previous) → narrow down
7. read_memory on candidates — look for values matching current score
8. write_memory to set a custom score
Many Game Boy games store scores as BCD (Binary-Coded Decimal) — each nibble holds a digit 0-9. For example, score 1234 might be stored as bytes $12 $34.
Use fast forward to speed through gameplay when you need to trigger in-game changes:
set_fast_forward_speed (4 = unlimited)
toggle_fast_forward → enable
(play through the game section)
toggle_fast_forward → disable
This is essential when you need to reach specific game states without waiting in real-time.
Save states are critical for ROM hacking — they let you save your position and retry modifications:
select_save_state_slot (1-5) → pick a slot
save_state → save current state
(try modifications)
load_state → revert if something breaks
Use different slots for different game states (e.g., slot 1 = start, slot 2 = boss fight, slot 3 = specific level).
list_save_state_slots shows all slots with ROM name, timestamp, and validity.
To find text strings for translation or modification:
read_memory across ROM banks (ROM0, ROM1) scanning for known byte patternsmemory_find_bytes to search for specific byte sequences across memoryset_breakpoint (type: read) to confirm they're used for renderingget_screenshot to correlate displayed text with memory contentslist_sprites to see all 40 OAM sprite entries (position, tile, attributes)get_sprite_image to render individual sprites as PNGread_memory on VRAM ($8000-$9FFF) to inspect raw tile dataget_lcd_registers to check LCDC (tile data area, tile map area, sprite size)get_screenshot before/after modifications to see visual changesread_memory on VRAM tile map areas ($9800-$9BFF or $9C00-$9FFF depending on LCDC)get_lcd_registers to check SCX/SCY (scroll), WX/WY (window position)debug_pause → get_disassembly around code that loads dataread_memory at the target addresses to dump the table contentsadd_memory_bookmark to mark discovered data regionsadd_symbol to label data table entry points for future reference1. Find the address using the search loop (above)
2. Set a write breakpoint: set_breakpoint (type: write) on the address
3. debug_continue → when it hits, get_disassembly to see the decrement code
4. Note the instruction (e.g., DEC [HL] or LD [addr], A)
5. Option A: Periodically write_memory to reset the value (simple poke cheat)
6. Option B: Identify the decrement routine for a NOP patch
Gearboy has built-in Game Genie and GameShark cheat support. Use the memory search workflow to discover addresses and values, then convert them to cheat codes:
Use add_memory_watch on discovered addresses. Watches appear in the emulator's GUI memory editor, letting you monitor values as the game runs — useful for verifying cheats work across different game situations.
The most powerful cheat-finding technique:
set_breakpoint (type: write) on that addressdebug_continue — the emulator stops when the game writes to that addressget_cpu_status + get_disassembly reveals the exact code modifying the valueget_call_stack shows what triggered the writeget_screenshot of a screen with textread_memory on VRAM to find tile data used for font charactersadd_symbol to label the font table and rendering routineread_memory with large ranges on ROM0 and ROM1memory_find_bytes to search for known byte patternsadd_memory_bookmark to mark each string locationROM hacking translations must fit within existing space:
read_memory to determine how much space each string occupieswrite_memory to patch translated strings into memoryget_screenshot to verify renderingsave_state before each change so you can load_state if it breaksUse list_memory_areas to get the full list:
| Area | CPU Address | Use |
|---|---|---|
| ROM0 | $0000-$3FFF | Fixed ROM bank, interrupt vectors, header |
| ROM1 | $4000-$7FFF | Switchable ROM bank (MBC-dependent) |
| VRAM | $8000-$9FFF | Tile data, tile maps, CGB has 2 banks |
| RAM | $A000-$BFFF | Cartridge external RAM (battery-backed saves) |
| WRAM0 | $C000-$CFFF | Work RAM bank 0 |
| WRAM1 | $D000-$DFFF | Work RAM bank 1-7 on CGB |
| OAM | $FE00-$FE9F | Sprite attribute table (40 sprites × 4 bytes) |
| IO | $FF00-$FF7F | Hardware I/O registers |
| HIRAM | $FF80-$FFFE | High RAM (fast, used for DMA routine, variables) |
When SGB mode is active, additional areas are available:
| Area | Description |
|---|---|
| SGB_TILES | Border tile patterns (8192 bytes) |
| SGB_MAP | Border tilemap 32×32 (2048 bytes) |
| SGB_BPAL | Border palettes 4×16 colors (128 bytes) |
| SGB_SPAL | System palettes 512×4 colors (4096 bytes) |
| SGB_ATF | Attribute files 45×90 bytes (4050 bytes) |
| SGB_AMAP | Attribute map 20×18 (360 bytes) |
| SGB_EPAL | Effective palettes 4×4 colors (32 bytes) |
WRAM and HIRAM are the most common locations for game variables (lives, health, score, position).
Keep your hacking session organized:
add_memory_bookmark — mark discovered data regions, variable locations, string tablesadd_memory_watch — track values that change during gameplayadd_symbol — label addresses in disassembly for readabilityadd_disassembler_bookmark — mark code routines you've identifiedUse list_memory_bookmarks, list_memory_watches, list_symbols, list_disassembler_bookmarks to review.
Changes made via write_memory to ROM areas are applied to the emulator's in-memory copy only — they are not persisted to the ROM file on disk. To create a permanent patch, use command-line tools (e.g., a binary patch script) to apply the discovered modifications to the actual ROM file.