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emucap — emulator monitor + HITL adaptor

Korean guide: README.ko.md

MCP infrastructure for debugging retro-game patches. An AI agent reads and controls a running emulator's memory, state, and screen so it can analyze a problem a human described in plain language. A common Core plus per-emulator adapters supports several emulators — Mesen2 (SNES · Game Gear · Game Boy · GBC · GBA · NES), a Mednafen fork (Saturn · PlayStation · PC Engine · PC-FX · Mega Drive/Genesis · WonderSwan/WSC · Neo Geo Pocket/Color), Flycast (Dreamcast), a DeSmuME fork (Nintendo DS), a PPSSPP fork (PSP), a PCSX2 fork (PlayStation 2), a Dolphin fork (GameCube · Wii), MAME plus an optional direct NP2kai compatibility backend (PC-98), MAME (experimental Neo Geo MVS/AES/CD), an experimental Mupen64Plus frontend (Nintendo 64), and a pinned xemu fork (original Xbox, experimental). A pinned openMSX 21.0 source build with two emucap host patches provides experimental C-BIOS MSX2+ and real-firmware MSX1/MSX2/MSX2+ cartridge profiles through a separate Rust XML-control bridge.

v0.16.4 — beta. This repository remains under active development; interfaces and behavior may change in later releases. Adapter availability is host-dependent and is reported by status.

The Core and otherwise unmarked project source are GPL-2.0-or-later. Native emulator patch stacks follow their adapter-specific upstream license boundary. See LICENSE and NOTICE.

Platforms

The Rust core (the two MCPs) and the Rust launch tool are cross-platform (macOS on Apple Silicon + Intel, Linux, Windows). Per-emulator build/launch requirements vary by OS — where automation falls short the agent installs the emulator from upstream instructions and points emucap at it, and status reports which tools are actually available on the host. On Windows, prefer the Rust launch tool and documented env overrides over the Unix shell launchers.

Let the agent do the install

This repository is built so that an agent (Claude Code, Codex, …) performs the install itself. A non-developer can hand the agent the repo and say:

"Follow this repo's README 'Agent install steps' to build emucap and register it as MCP servers."

The agent runs the steps below in order. The Core build is light; per-emulator adapters are built only when needed.

You (the agent) are the user's interface. Assume the user is not a developer, may not be comfortable with a terminal or even with installing desktop programs, and will not read this file — you read it and do the work. Run the terminal steps yourself. When a step needs the user to click something in a GUI (for example the Mesen2 setup), walk them through it one action at a time: name the menu and where it is ("the menu bar along the top"), quote the exact button/checkbox label, and confirm they did it before moving on. Adapt to the user's OS — this guide's shell commands are Unix-style; on Windows use the equivalents (and see the Platforms note above).

1. Prerequisites (the agent checks, and installs if missing)

  • Rust 1.88 or newer — check with command -v cargo and rustc --version. If missing: curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh -s -- -y && . "$HOME/.cargo/env"
  • C compiler (to build the bundled SQLite) — macOS: xcode-select -p || xcode-select --install. Linux: cc --version || sudo apt-get install -y build-essential. Windows: install the MSVC C++ build tools (the Rust installer may prompt for this); then build from a normal PowerShell.
  • git.

2. Build the Core

From the repo root:

cargo build --locked --release --bins

Outputs: target/release/emucap-mcp (Control MCP — drives the emulator), emucap-track-mcp (Tracking MCP — experiment ledger, emulator-less), emucap (case-bundle CLI), emucap-broker (multi-session broker), emucap-mame-pc98-bridge (PC-98 launch helper), emucap-mame-neogeo-bridge (Neo Geo MVS/AES/CD launch helper), emucap-mupen64plus (N64 frontend and adapter), emucap-desmume-nds-bridge (NDS launch helper), emucap-ppsspp-bridge (PSP launch helper), emucap-pcsx2-bridge (PS2 launch helper), emucap-openmsx-bridge (patched openMSX XML-control helper), emucap-np2kai (direct PC-98 compatibility frontend), and emucap-xemu-bridge (original Xbox QMP/GDB launch helper). All dependencies come from crates.io and SQLite is bundled, so nothing beyond Rust and a C compiler is required for a source build. The first build is slower while dependencies download; later builds are fast.

3. Register the MCP servers (two of them)

emucap is split into two MCPs, and you register both — the agent composes them (see §2b).

  • Control MCP (emucap-mcp) — the emulator-driving engine. Reads memory, state, and screen; controls input, save-states, and breakpoints; and returns results from optional analysis operations. Its static tool list is a compact basic remote. Open persistent/device input with input_control(operation="describe"), composite or device-specific debugger operations with debug(operation="describe"), and reproducibility analysis with analysis(operation="describe"). Each drawer returns only the current runtime's operations and schemas; execute through that same tool. Core debugger primitives—memory write, disassembly, call stacks, breakpoints, and event polling—remain direct tools. Live media changes are also direct and require a frozen guest plus a device ID from status.media_devices. Exact guest-time advance uses step, which returns the guest frozen; adapter free-running frame waits are compatibility wire operations and are not exposed to MCP agents. Exact bounded button input uses direct tap, which releases input and returns frozen. A real-time pulse that leaves the guest running is available only as the explicitly named pulse_while_running operation in the input drawer when the runtime supports it.
  • Tracking MCP (emucap-track-mcp) — the experiment ledger (.emucap/). Starts (run_start), records (log_*), and queries (query_runs / compare_runs / summarize_runs) runs. It knows nothing about emulators (emulator-less). It is an add-on layered on the Control MCP, so the Control MCP works fine without it.

Claude Code:

claude mcp add emucap-control -- "$(pwd)/target/release/emucap-mcp"
claude mcp add emucap-track   -- "$(pwd)/target/release/emucap-track-mcp"

Codex:

tools/register-codex-mcp.sh

On Windows, run tools/register-codex-mcp.ps1 in PowerShell. The scripts use the source-build binaries from target/release/ and register emucap plus emucap-track.

Tune with environment variables as needed: EMUCAP_PORT (Control MCP, default 47800, auto-advances to the next port if taken), EMUCAP_TRACK_ROOT (the Tracking MCP's ledger location, default .emucap at the working repo's git root).

After registering, reconnect the agent session (/mcp). Since each MCP exposes its own bootstrap, success means both the Control MCP's bootstrap (emulator entry) and the Tracking MCP's bootstrap (ledger entry) appear in the tool list. If they don't, rebuild the release and reconnect — the MCP servers run the release binary, so debug builds are not picked up.

3b. Three tiers, composed by the agent

Three tiers work together but stay independent (analogy: ② Tracking MCP is MLflow, ① Control MCP is TensorFlow):

  1. Emulator control (Control MCP) — a domain-agnostic live-control engine. Complete on its own (you can debug without any tracking).
  2. Experiment management (Tracking MCP) — an add-on. It need not know about ①; it layers on top to record and query experiments.
  3. Application / methodology (e.g. a localization-patch skill) — the top tier that composes ① and ②. This slot is replaceable (localization, fan games, AI TAS — whatever sits here reuses the two tiers below unchanged).

The two MCPs never call each other — the agent composes them:

  • Pass rom_sha1: read the opaque Tracking identifier via the Control MCP's get_rom_info (.rom_sha1) and pass it unchanged to the Tracking MCP's run_start(rom_sha1=…). Managed descriptor media bind a pre-launch content_identity to the entry and every loader-declared member before execution; the compatibility rom_sha1 slot carries that SHA-256 identity. Never identify composite media by hashing only its descriptor. Passing connection_ref (the Control MCP status connection name, or "port:N") auto-finalizes the previous unfinished run on that connection.
  • Keep returned identities opaque: pass rom_sha1, run_id, and finding_id back unchanged. Managed identifiers contain only ASCII letters and digits joined by single hyphens; path syntax, dots, underscores, and platform-reserved device names are rejected before filesystem access.
  • Analysis verbs only return: call analysis(operation="describe") when regression_run / verify_determinism are needed, then execute the selected operation through that same tool. Analysis drives the emulator and returns a result without writing to the ledger. To record it, log the result via the Tracking MCP's log_gate / log_metric.
  • Frame-boundary search composes the debug probe operation: binary-search the frame range with repeated atomic probes. Each call restores the same base state, advances, and reads the predicate without an externally visible gap. A maintained adapter may provide one native transaction, or Control may hold the generation link and compose validated pause/resume/load/exact-step/read operations; live status.methods exposes only the callable result.
  • Interventions are logged explicitly: state changes like write_memory / load_state / reset / input are not recorded automatically, so log them via the Tracking MCP's log_intervention to preserve reproduction fidelity.

4. First run (the agent starts with bootstrap)

Every emucap task starts with bootstrap. Ask the agent to "call emucap bootstrap", and its compact response returns listener.port, system IDs, a catalog revision, and questions about what to bring up. The full routing catalog is available through bootstrap(include=["systems"]); build and runtime paths through bootstrap(include=["installation"]). The compact response includes a live managed-runtime count; request bootstrap(include=["runtimes"]) only when continuing an existing generation. An available entry supplies the exact arguments for reattach, so a client without a stable host session ID can resume a returned lease without editing runtime files. Then launch_plan(content_path, system?) returns the validated MCP launch tool arguments. The agent calls launch, which waits for adapter readiness, and verifies the resulting live and runtime identities with status. Launcher scripts are developer entry points, not an alternative managed lifecycle.

Managed CUE, GDI, CCD, TOC, and M3U entries are closed media graphs. Selecting a descriptor authorizes only that entry. launch_plan returns review_input with the exact relative member names before it reads their metadata, content, or hashes; review each name and echo only the server-produced indirect_media_approval. Nested M3U descriptors may require another review frontier. References must remain portable and below the entry directory and resolve to real regular files without symlinks. Planning and launch fail before emulator startup when review or graph validation fails. content_identity_binding: "prelaunch" describes the resulting identity; it is not a claim that a mutable source path was snapshotted or that the emulator consumed every byte.

An ordinary launch can return while the guest is already running. If the first follow-up action must not inherit network or agent delay as guest time, request start_frozen: true; a supported launcher succeeds only after the adapter is connected at a frozen guest boundary. This controls post-launch guest time, not power-on RAM, RTC, saves, or other initial conditions. A live-advertised execution_profile: "repeatable" is the separate opt-in for those producer-owned conditions, and record_window(require_repeatable: true) fails before reset, input, or guest advance unless the selected recording origin is eligible. For Mesen SNES, refreshing the isolated runtime preserves the ordinary profile's battery saves and other portable data. Its repeatable profile uses a separate disposable portable root, so obtaining fresh initial conditions never deletes the ordinary profile's data or the user's standard Mesen files. Mednafen Mega Drive provides the same opt-in negotiation with a separate disposable home. It captures a bounded guest state before the first instruction and restores it before each eligible reset_release recording, so earlier execution or debugger writes in that process do not become undeclared recording inputs. Ordinary Mednafen profiles and saves are not changed.

listener.base_port is only where direct-mode port search begins. It may already belong to another live MCP session. Launchers use the assigned listener.port or full-status listening_port. Stopping an emulator generation does not close its owning MCP listener; that listener is released when the MCP session exits.

A full connected status returns capability_revision. Pass it back as known_capability_revision on repeated checks to omit an unchanged capability catalog while retaining current execution, continuity, generation, and ownership state.

When that full status includes recording_capability, the debug record_window operation can own a finite guest-frame interval without making agent or network latency part of guest time. Give it an existing absolute output_root in the current workspace and a frame count; it returns with the emulator frozen plus a validated bundle path and manifest hash. The live capability is the authority for event classes and limits. Optional origin, input movie, and event-stop arguments are valid only when that exact capability advertises them; omitting them retains the bounded next-frame behavior. The maintained Mesen SNES host currently omits the state_load origin: arbitrary PPU-frame CPU continuations are not serializable. After a frame halt, explicitly step one instruction and verify the safe halt before ordinary save/load; unsafe state I/O is rejected before file access or guest mutation. For managed direct profiles advertising instruction_snapshot_capture, ordinary save_state requires an absolute path and a caller-chosen snapshot_key (1–64 lowercase ASCII letters, digits or hyphens). It returns snapshot_receipt with the exact source/build/launch identity, snapshot SHA-256 and length, PC/program bank, halt classification and domain-labelled clocks. No recording is needed. Reusing a key observes the original attempt; it never saves again. snapshot_receipt(snapshot_key, path?, expected_launch_id?) revalidates the producer's retained bytes and optional consumer copy, even after the emulator and Control server restart. Retention uses the same EMUCAP_EMU_HOME; keep that storage while retaining snapshots. A failed export can still have receipt_issued=true. Inspect the key after any failure or lost response. See the Mesen instruction receipt interface for boundaries, bounds, representation and consumer verification responsibilities.

When recording_capability.state_load is advertised, save_state with preserve_for_recording=true and an absolute path also carries a producer-managed snapshot_receipt. A later record_window(origin="state_load") accepts only that receipt's opaque snapshot_id, not a caller path, digest, or boundary assertion. Only a receipt created at a proven frame boundary is eligible. Core reopens the managed bytes, revalidates their runtime generation and hash, copies them into the bundle, and dispatches one load-and-window transaction. The adapter restores that exact frame coordinate, owns the dense input movie, hooks, and sink before releasing guest execution, and returns frozen. An instruction-boundary receipt still describes a successful save but is deliberately ineligible for a frame window. Omitting preserve_for_recording leaves ordinary save behavior unchanged when omitted or false, and omitting state_load leaves ordinary load and recording behavior unchanged. High-rate event classes may additionally advertise filterable integer payload fields. Optional per-class half-open ranges narrow only the declared observation scope; excluded callbacks are not reported as drops, while matching events retain the ordinary sequence, limit, and integrity rules. Unadvertised fields and invalid ranges are rejected before guest mutation. When recording_capability.warmup exists, warmup_frames keeps the producer's default transaction classes active while delaying observation event emission until the exact guest boundary. Classes listed in warmup.selectable_event_scopes may instead use an advertised scope through event_arming_overrides; omission preserves the producer default. The selected scope controls the stream and its event, byte, and drop accounting, not whether a native emulator hook remains installed. The input movie covers both intervals in one request. When a selected event is marked startable, optional start_on can align the observation interval to its first occurrence. initial_snapshots additionally require the capability's callback-safe memory type and bounds; Core receives them through a separate authenticated binary sink and binds their hashes to the exact anchor event in the manifest. Optional terminal snapshots additionally require bounds in recording_capability.terminal_snapshots and an exact finite entry in status.memory_regions. Core validates every range before arming, reads it only after the terminal frame is frozen, and publishes it as a hashed bundle member. Omitting the field performs no extra memory read. An advertised recording_capability.terminal_state profile may likewise be selected to preserve one producer-defined, canonical JSON state member at the same frozen terminal boundary. Consumers project that representation on their side; their schemas are not part of emucap. Longer windows are explicit and capability-bounded. A short request keeps the established failure deadline, while Core derives proportionally more host cleanup time for a longer requested window; host time never changes the movie's guest-frame schedule. Unsupported adapters reject the call without installing hooks or advancing the guest. status.recording_capture retains a bounded active or terminal capsule across a Control MCP restart; event bytes and private staging paths stay out of status.

A timeout or connected: false reports transport state, not proof that the emulator exited. Inspect status.continuity.runtime_binding, status.runtime_instance or status.stale_runtime_instance, and get_failure_context before relaunching. Automatic reattach is limited to the same stable control identity; otherwise select an available exact generation from bootstrap runtime discovery and call reattach(launch_id=...); use launch(..., replace: true) only for an intentional, identity-verified replacement. On a Flycast fatal quarantine, read the preserved context first and call debug operation dismiss_failure only when status.methods advertises it.

To end a managed emulator, read status.runtime_instance.launch_id and call stop(launch_id=...). The Control MCP verifies the current generation, control lease, and process-start identities, then waits for the emulator and its recorded bridge to exit. It preserves failure evidence and refuses stale, broker-owned, or unmanaged processes instead of asking the agent to kill by process name.

Per-emulator adapters (the agent installs when needed)

Pick one to start. MesenCE uses a local source build because live control requires its native debugger halt to service requests without advancing the guest.

  • Mesen2 (SNES · Game Gear · Game Boy · GBC · GBA · NES) — run adapters/mesen2/build.sh (Windows: build.ps1). It fetches pinned MesenCE 2.2.1 into a local directory excluded from version control, applies the GPLv3 patch stack, and builds locally; no emulator binary is distributed. Per-system Lua entries cover them (65816 for SNES, Z80 for Game Gear / Master System, SM83 for Game Boy / GBC, ARM7 for GBA, 6502 for NES). An unmodified Mesen build is rejected for live control because it lacks the patched native halt service and safe savestate event. GBA needs a real BIOS (gba_bios.bin, not committed); SNES / Game Gear / GB / GBC / NES need none. → adapters/mesen2/README.md
  • Mednafen (Saturn · PSX · PCE · PC-FX · MD · WonderSwan/WSC · Neo Geo Pocket/Color) — build the fork with adapters/mednafen/build.sh (needs SDL: macOS brew install sdl2, Linux libsdl2-dev). Its source archive and checksum are pinned. One binary handles all seven system families. PSX, PCE-CD, and PC-FX need BIOS files (not committed to the repo). PC-FX requires an explicit version 1.00 BIOS and runs with an emucap-owned Mednafen profile. Neo Geo Pocket and Pocket Color share the patched ngp module. Its deliberately narrow TLCS-900/H debugger exposes side-effect-free RAM/ROM/BIOS views, RAM writes, exact instruction stepping, safe disassembly, and exec-only breakpoints. Sound-Z80 state, read/write breakpoints, trace, and call-stack classification remain outside this profile. → adapters/mednafen/README.md
  • Flycast (Dreamcast) — build with adapters/flycast/build.sh; it builds in an emucap-owned work tree, pins the commit and recursive submodule graph, and treats any FLYCAST_SRC checkout as a read-only Git object source. → adapters/flycast/README.md
  • DeSmuME (Nintendo DS) — build the headless fork with adapters/desmume-nds/build.sh (needs meson/ninja/SDL2/glib). No NDS BIOS is needed (HLE direct-boot). The dual CPUs (ARM9/ARM7) each get a GDB stub, like the PC-98 adapter. → adapters/desmume-nds/README.md
  • PPSSPP (PSP) — build the headless fork with adapters/ppsspp/build.sh (needs CMake and a C++ toolchain). No PSP firmware is needed. The adapter is a pure WebSocket client against PPSSPP's own debugger protocol, so it's a single headless process plus the bridge — no GDB stub. → adapters/ppsspp/README.md
  • PCSX2 (PlayStation 2) — build the pinned fork with adapters/pcsx2/build.sh, then set EMUCAP_PCSX2_BIOS to an absolute path to an operator-supplied BIOS dump. The isolated headless path supports EE memory and registers, pattern search and dumps, frame stepping, disassembly, frozen savestates, screenshots, controller input, pausing EE breakpoints with register snapshots, best-effort call stacks, atomic state/frame/memory probes, and synchronous reset through a bounded PINE bridge. → adapters/pcsx2/README.md
  • Dolphin (GameCube · Wii) — build the pinned native fork with adapters/dolphin/build.sh (Windows: build.ps1). The default launch is headless; display: true uses DolphinQt when the GUI build is available. The adapter provides PowerPC memory and registers, exact instruction stepping, disassembly, best-effort call stacks, exec breakpoints with register snapshots, bounded screenshots, and synchronous savestates. GameCube supports port-0 controller input; Wii supports emulated Wii Remote 1 core buttons without claiming IR, motion, or extensions. → adapters/dolphin/README.md
  • MAME (PC-98) — build MAME from source with adapters/mame-pc98/build.sh (slow, uses a lot of disk). The pinned build provides keyboard input plus relative pointer movement, frozen click, and drag operations without taking persistent ownership from a visible native mouse. → adapters/mame-pc98/README.md
  • NP2kai (optional PC-98 HDI compatibility backend) — run adapters/np2kai/build.sh, build emucap-np2kai, and provide legally obtained firmware through EMUCAP_NP2KAI_FIRMWARE. Select it explicitly with pc98_backend: "np2kai"; omission keeps MAME. Its patched core and direct host expose the complete MAME PC-98 Control/Debug method set: bounded memory access and dumps, breakpoints and events, register state, instruction stepping, disassembly, trace and best-effort call stacks, exact frames, input, screenshots, native states, and verified hdd0 replacement. Device semantics still differ: NP2kai is headless, has no host-audio launch path, cannot eject hdd0, limits disassembly to the current CPU mode, and captures breakpoint memory snapshots only at pausing hits. This backend accepts .hdi only; read breakpoints do not claim an authoritative access value, while write breakpoints support value filters. → adapters/np2kai/README.md
  • MAME (Neo Geo MVS/AES/CD, experimental) — build the dedicated pinned MAME subset with adapters/mame-neogeo/build.sh, then build emucap-mame-neogeo-bridge. Launch requires an explicit system ID. MVS uses a user-supplied neogeo.zip plus a matching game ROM set. AES uses aes.zip and a cartridge set whose ZIP stem names an AES-compatible entry in MAME's pinned Neo Geo software list. CD uses an official neocdz.zip BIOS plus a CUE entry file whose referenced tracks all exist; its content identity covers the complete CUE graph. All three profiles expose bounded RAM, 68000 state and stepping, exec/read/write breakpoints with hit-time evidence, disassembly, frame control, frozen-frame screenshots, and port-0 input. Native save/load is advertised for MVS and AES; MAME 0.288 marks CDZ save states unsupported. → adapters/mame-neogeo/README.md
  • Mupen64Plus (Nintendo 64, experimental; Unix) — run adapters/mupen64plus/build.sh, then build emucap-mupen64plus. Standard cartridge ROMs need no BIOS. The current pure-interpreter adapter supports isolated headless or visible launch, pause/resume, R4300 instruction stepping, CPU state, and bounded frozen RDRAM access. Both modes expose port-0 input holds with explicit native-ownership release. Both modes also expose synchronous reset, R4300 exec/read/write breakpoints with hit-time evidence, event polling, and disassembly. Visible launch additionally exposes exact rendered-frame advance, bounded input pulses, current PNG capture, and completion-checked native save/load. Headless launch remains instruction-only and omits those rendered-frame operations. RSP state remains outside this profile. → adapters/mupen64plus/README.md
  • openMSX (MSX cartridge profiles, experimental) — run adapters/openmsx/build.sh, then build emucap-openmsx-bridge. The official launcher accepts only the pinned openMSX 21.0 sidecar built with the recorded upstream compatibility backport and two emucap host patches. It runs that host with an emucap-owned per-port HOME and does not read the user's emulator profile. msx is C-BIOS MSX2+; msx1, msx2, and msx2p select explicit user-supplied real-firmware profiles. The cartridge surface includes Z80 state and instruction step, exact headless or visible frame step, bounded CPU memory/main RAM/VRAM access, frozen save/load, keyboard-matrix and two-port joystick input, exec/read/write breakpoints, event polling, and disassembly. Screenshots require display: true. Disk/tape staging lacks representative runtime proof, and turboR/R800 is not implemented. Generic .rom files require an explicit MSX system ID. → adapters/openmsx/README.md
  • xemu (original Xbox, experimental) — build the pinned GPLv2 fork with adapters/xemu/build.sh, then build emucap-xemu-bridge. Set EMUCAP_XEMU_FIRMWARE to an operator-owned directory containing the required MCPX, flash ROM, and HDD template; an EEPROM image is optional. Managed launch copies the machine inputs into an isolated generation and never opens the user's normal xemu profile. It supports controlled frozen start, CPU state and memory, exact frame and instruction stepping, independently selected display and sound with a silent default, button and analog input with native handback, screenshots, reset, disc replacement, breakpoints, disassembly, a best-effort call stack, and frozen save/load. The state container binds an internal VM/HDD snapshot to the generation EEPROM, exact current disc, host build, and controller topology; it is intentionally valid only in the same managed launch generation. Negotiated debug operations also include an atomic state-load, exact-frame, frozen-memory probe for within-generation analysis. A representative game XISO smoke test reached game-visible menus, consumed confirm and directional input, and produced audible output with sound:true; this is not a broad game-compatibility claim. → adapters/xemu/README.md

Learn more

  • What is built and why, and the binaries → CLAUDE.md
  • Per-emulator memory types, button names, breakpoints, and launch troubleshooting → each adapters/*/README.md

Binaries: emucap (case bundles: finalize / inspect), emucap-mcp (Control MCP — live emulator control, stdio), emucap-track-mcp (Tracking MCP — experiment ledger, emulator-less, stdio), emucap-broker (multi-session connection sharing), the N64 frontend, and the PC-98/Neo Geo/NDS/PSP/PS2/MSX/Xbox launch bridges listed in the build section.

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emulator monitor + HITL adaptor — MCP infrastructure for debugging retro-game patches

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