romdevtools 0.40.0 → 0.40.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +19 -0
- package/README.md +9 -1
- package/package.json +1 -1
- package/src/analysis/analyze.js +15 -2
- package/src/http/skill-doc.js +2 -0
package/CHANGELOG.md
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@@ -4,6 +4,25 @@ All notable changes to `romdevtools`. Dates are release dates.
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(Published as `romdev-mcp` through 0.11.0; renamed to `romdevtools` in 0.13.0 —
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the `romdev-mcp` bin is kept as an alias.)
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## 0.40.1 — 2026-06-11
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### Fixed — Genesis `disasm({target:'decompile'})` was shifted +0x200
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A Genesis decompile at a caller-supplied address silently returned the function
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0x200 bytes too low (the wrong one, or an empty `{ return; }` / `halt_baddata()`),
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with no warning. `cfg` / `xrefs` / `functions` on the same address were correct —
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only `decompile` was off.
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Root cause: Rizin's Mega Drive loader splits a flat `.bin` into vtable / header /
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text segments and reports a non-zero address delta (`0x200`) on the code segment;
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the decompiler's address mapping honored that delta, but the raw image handed to
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Ghidra loads flat at offset 0, so the two disagreed by exactly 0x200. Fix: flat-
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cartridge platforms (Genesis, SMS, Game Gear, MSX, Game Boy / GBC) now force
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file-offset == CPU-address and ignore Rizin's segment delta. The 6502-family
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platforms were unaffected (they use a separate base-address path). Regression
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test added. (No change to the `romdev-analysis` / `romdev-analysis-decompiler`
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packages — the fix is entirely in the address-mapping JS.)
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## 0.40.0 — 2026-06-11
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### Reverse-engineering analysis engine — control-flow graphs, deep xrefs, function detection, and a decompiler
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package/README.md
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@@ -6,7 +6,15 @@ The entry point for **romdev** — vibe-code real retro games. Build, run, inspe
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npx romdevtools
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```
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-
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**What you get:**
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- **Build** — bundled per-platform toolchains (cc65, SDCC, RGBDS, asar, vasm, SGDK, PVSnesLib, libtonc, …) as WASM. Write source, compile, get a real ROM.
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- **Run + see + drive** — load the ROM into an emulated console (libretro cores as WASM), step frames, screenshot, script controller input.
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- **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.
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- **Reverse-engineering analysis engine (all 14 platforms)** — control-flow graphs, deep cross-references, auto-detected functions, a one-shot structural map, and a Ghidra **decompiler** (C-like pseudocode): `disasm({target:'cfg'|'xrefs'|'functions'|'decompile'})` and `symbols({op:'analyze'})`. Understand *how* a routine works before you touch it — no $3,000 IDA license, no install.
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- **Convert assets** — PNG → platform tiles/tilemaps, quantize-to-palette, audio importers (BRR for SNES, XGM2 PCM for Genesis).
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Point any coding agent at it three ways:
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- **Plain HTTP** — `POST http://127.0.0.1:7331/tool/{name}`; browse/try every tool at `/documentation`.
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- **Agent Skill** — `GET /skills/romdev/SKILL.md` (the [Agent Skills](https://agentskills.io) standard; save it to your skills dir as `skills/romdev/SKILL.md`; ~100 tokens until invoked).
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package/package.json
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@@ -1,6 +1,6 @@
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{
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"name": "romdevtools",
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"version": "0.40.
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"version": "0.40.1",
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"description": "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 an Agent Skill, or as an MCP server.",
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"type": "module",
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"main": "src/mcp/server.js",
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package/src/analysis/analyze.js
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@@ -178,7 +178,20 @@ export async function analyzeStructure(romPath, platformOverride) {
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* entry carries {from (vaddr base), delta (vaddr-paddr), to}. Returns
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* { paddr, vbase } where paddr = vaddr-delta is the raw-file offset and vbase
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* (= delta) is the address byte 0 of the file maps to on the CPU bus. */
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/** Platforms whose cartridge maps 1:1 to the CPU bus (file offset == CPU
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* address, base 0). For these we DISTRUST Rizin's IO-map delta: some of Rizin's
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* loaders (notably the Mega Drive loader) split the image into vtable/header/
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* text SEGMENTS and report a non-zero delta on the code segment (e.g. 0x200 for
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* Genesis), but the raw file we hand the decompiler loads flat at VMA 0 — so the
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* vaddr IS the file offset and any delta is a lie for our purposes. Forcing
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* identity here fixes the "+0x200 shifted decompile" bug (a code vaddr would
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* otherwise resolve to vaddr-0x200, the WRONG function). */
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export const FLAT_CPU_MAP = new Set(["genesis", "sms", "gg", "msx", "gb", "gbc"]);
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export async function vaMapping(romBytes, arch, bits, vaddr, platform) {
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// Flat-cartridge platforms: file offset == CPU address. Ignore Rizin's
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// segment deltas entirely.
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if (FLAT_CPU_MAP.has(platform)) return { paddr: vaddr, vbase: 0 };
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let maps;
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try {
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maps = await runRizinJson({ romBytes, arch, bits, commands: "omlj" });
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@@ -208,7 +221,7 @@ export async function analyzeDecompile(romPath, address, platformOverride) {
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// decompiler's job via SLEIGH) — its flat image bases at 0 either way.
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const arch = RIZIN_ARCH[platform] ?? "6502";
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const bits = { arm: 32, m68k: 32, snes: 16 }[arch];
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const { paddr, vbase } = await vaMapping(romBytes, arch, bits, address);
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const { paddr, vbase } = await vaMapping(romBytes, arch, bits, address, platform);
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if (paddr < 0 || paddr >= romBytes.length) {
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throw new Error(
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`decompile: address ${hx(address)} maps to file offset ${paddr}, outside the ` +
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package/src/http/skill-doc.js
CHANGED
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@@ -19,6 +19,7 @@ import { toolJsonSchema } from "./tool-registry.js";
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export const mcpPreamble = [
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"romdev: homebrew retro game development + reverse-engineering for coding agents.",
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"All ~32 tools register at session init — call any by name directly, no loading step. Each is a domain VERB with an operation axis: memory({op}), build({output}), breakpoint({on}), cpu({op}), sprites({op}), tiles({op}), disasm({target}), romPatch({op}), …",
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"RE engine (all 14 platforms): disasm({target:'functions'}) auto-detects functions, disasm({target:'cfg'}) graphs control flow, disasm({target:'xrefs'}) finds cross-references, disasm({target:'decompile'}) emits Ghidra C pseudocode, symbols({op:'analyze'}) maps a ROM's structure in one call.",
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"catalog({op:'categories'}) maps the tools by purpose (a guide, not a gate); catalog({op:'status'}) is a session re-orient.",
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].join("\n");
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@@ -27,6 +28,7 @@ export const mcpPreamble = [
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*/
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export const skillPreamble = [
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"romdev gives you homebrew retro game development + reverse-engineering for ~14 platforms (NES, SNES, Game Boy, Genesis, GBA, Atari, C64, and more) — build, run, screenshot, inspect, patch, disassemble, convert assets, drive emulators.",
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"It also ships a full RE analysis engine (Rizin + Ghidra, all 14 platforms): control-flow graphs, cross-references, auto-detected functions, a one-shot structural map, and a C-pseudocode decompiler — `disasm({target:'cfg'|'xrefs'|'functions'|'decompile'})` and `symbols({op:'analyze'})`.",
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"",
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"## Prerequisite: romdev runs LOCALLY (same machine as you)",
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"romdev bundles every compiler + emulator as WASM and runs them in-process — that engine lives in the romdev SERVER, started once with `npx romdevtools` (listens on http://localhost:7331; no other install, no host gcc/emulator needed). If a call gets connection-refused, it isn't running — start it.",
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