mcp-pine

Package name note: published as @dmang-dev/mcp-pine (scoped) because the bare mcp-pine name is held by npm's moderation policy on mcp-* prefixes for new accounts. The CLI binary it installs is still just mcp-pine.
An MCP server for emulators that speak PINE (Protocol for Instrumentation of Network Emulators) — exposes memory read/write and savestate control to MCP-compatible clients (Claude Desktop, Claude Code, etc.).
What you can do with it
- Read & write emulated memory — 8/16/32/64-bit, anywhere in the EE address space
- Trigger save / load state to numbered slots
- Query game metadata — title, serial, disc CRC, version
- Inspect emulator state — running / paused / shutdown
What you can't do (because PINE itself doesn't expose these):
- Send controller input
- Take screenshots
- Step / pause / reset the emulator
This makes mcp-pine well-suited for memory inspection, cheat / RAM hunting, savestate automation, and reverse engineering, but not for "play games via Claude." For input + screenshot capability on Game Boy Advance, see the sister project mcp-mgba.
How it works
+----------------+ stdio +----------------+ PINE socket +-----------------+
| MCP client | JSON-RPC | mcp-pine | (TCP or Unix) | Emulator |
| (Claude etc.) | -----------> | (Node.js) | ---------------> | (PINE server) |
+----------------+ +----------------+ +-----------------+
mcp-pine opens a loopback connection to the emulator's PINE server (TCP on Windows, Unix domain socket on Linux/macOS) and translates each MCP tool call into a binary PINE message.
Compatible emulators
| PCSX2 ≥ 1.7 (setup) | PlayStation 2 | ✅ Yes (toggle in settings) | 28011 |
| RPCS3 (setup) | PlayStation 3 | ⚠️ Has IPC with PINE-compatible opcodes — verify before relying on it | varies |
| Duckstation | PlayStation 1 | ⚠️ PINE has been discussed in upstream issues; check current build | varies |
Other emulators implementing the PINE spec should work out of the box once you point mcp-pine at the right slot — open an issue if you've tested one and it works.
Requirements
- An emulator with PINE enabled (see setup below)
- Node.js 18+
Install
Option A — install from npm (recommended)
npm install -g @dmang-dev/mcp-pine
Verify with mcp-pine (it prints a startup line and waits for stdio — Ctrl+C to exit).
Option B — npx (no install)
npx -y @dmang-dev/mcp-pine
Option C — clone and develop
git clone https://github.com/dmang-dev/mcp-pine
cd mcp-pine
npm install
Emulator setup
PCSX2
- Launch PCSX2 (1.7.x Qt or newer).
- Settings → Advanced → Enable PINE Server (the option may live under a different submenu in some builds — search the settings for "PINE").
- Default slot is 28011. If you change it, set
PINE_SLOT for mcp-pine.
- Load any game.
That's it — no scripts, no console commands. PINE is always-on once the toggle is set.
RPCS3
RPCS3 has its own IPC implementation that mirrors PINE's opcode set, but the wire-level compatibility hasn't been thoroughly tested with this client. To try it:
- Configuration → Advanced → Enable IPC server (or similar — check current RPCS3 docs).
- Note the configured port.
- Run with
PINE_TARGET=rpcs3 PINE_SLOT=<port> mcp-pine.
If something doesn't work, please file an issue with details.
Duckstation
Check whether your build of Duckstation includes a PINE server (this varies by version). If yes, set PINE_TARGET=duckstation PINE_SLOT=<port>.
Register with your MCP client
Claude Code (CLI)
claude mcp add pine --scope user mcp-pine
Verify:
claude mcp list
Claude Desktop
Edit claude_desktop_config.json:
| macOS | ~/Library/Application Support/Claude/claude_desktop_config.json |
| Windows | %APPDATA%\Claude\claude_desktop_config.json |
| Linux | ~/.config/Claude/claude_desktop_config.json |
{
"mcpServers": {
"pine": {
"command": "mcp-pine"
}
}
}
Restart Claude Desktop after editing.
Other MCP clients
mcp-pine speaks standard MCP over stdio. Run it and connect any compatible client.
Configuration
PINE_TARGET | pcsx2 | Emulator name — used as the prefix in the Unix socket file path on Linux/macOS (<target>.sock.<slot>). Ignored on Windows (TCP only). |
PINE_SLOT | 28011 | PINE slot — also the TCP port on Windows |
PINE_HOST | 127.0.0.1 | Override the host (TCP only) |
PINE_SOCKET_PATH | (auto) | Override the full Unix socket path on Linux/macOS, bypassing automatic resolution |
Tools
pine_ping | Verify the connection by querying the emulator version |
pine_get_info | Title, serial (e.g. SLUS-21274), disc CRC, game version, status |
pine_get_status | Just the running/paused/shutdown state |
pine_read8 / pine_read16 / pine_read32 / pine_read64 | Read memory |
pine_write8 / pine_write16 / pine_write32 / pine_write64 | Write memory (RAM only — ROM writes are silently dropped) |
pine_save_state | Trigger save state to a numbered slot (0-255) |
pine_load_state | Trigger load state from a numbered slot (0-255) |
PlayStation 2 address space (cheat sheet)
0x00000000 | EE main RAM (32 MiB) — start here for game data |
0x10000000 | Hardware registers (DMA, GIF, VIF) |
0x11000000 | VU0 / VU1 memory |
0x12000000 | GS privileged registers |
0x1C000000 | IOP RAM (2 MiB) |
0x1F800000 | IOP scratchpad |
0x70000000 | EE scratchpad (16 KiB) |
Troubleshooting
Cannot reach PINE server | Emulator isn't running, PINE isn't enabled in its settings, or the slot/port doesn't match. Check PINE_SLOT. |
PINE FAIL response (0xFF) | The emulator rejected the request — most often because no game is loaded, or the address is unmapped. |
| Reads return zeros | Address is in an unallocated region. Try 0x00100000 first (almost always inside loaded EE RAM). |
| Tool calls work but values look corrupted | Check endianness expectations — PINE returns little-endian; if you're interpreting strings, use read_range-style byte reads. |
Development
npm install
npm run dev
Quick smoke test against a running PCSX2:
node .scratch/smoke.cjs
License
MIT
Related
- mcp-mgba — sister MCP server for the mGBA Game Boy Advance emulator (also includes button input + screenshot, which PINE doesn't expose)
- PINE protocol spec — the underlying IPC standard