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MCP Tool Reference

Tiago Valente edited this page Oct 12, 2026 · 2 revisions

The 25 tools of the MCP Server, grouped by what they are for. Wherever a tool takes an address, it accepts a hex address or a module and offset such as game+0x1A2B (game is the game's own executable; other names as list_modules shows them).

The console and its games

Tool What it does
console_status Connects to the PS5 and reports the debugger, firmware and the game on screen (name, title ID, version, process ID). Call it first. Pass host to set or change the console's address.
list_games Lists installed games with name, platform (PS5 or PS4), size and title ID.
launch_game Starts a game by title ID. This closes whatever is running, losing anything unsaved.
list_modules Lists the running game's executable and libraries with their address ranges, and how much writable memory there is.

Reading and writing memory

Tool What it does
read_memory Reads memory as a hex dump, or as decoded values of a given type.
write_memory Writes raw bytes or a typed value. Code can be patched this way too.
describe_address Says what an address is: module and offset, the kind of memory, and the object that lives there when the engine keeps names.
read_structure Lays an object out field by field, each with its best reading (number, decimal, pointer and target, text), with field names where the engine keeps them.

Searching

Tool What it does
scan_start Starts a search of writable memory for a value. Type auto tries 4 bytes, float and double at once.
scan_next Narrows the open search: exact with the new value, or increased, decreased, changed, unchanged.
scan_status Waits for a search that was still running, or shows the open search's matches with current values.
text_search Searches memory for text in plain (UTF-8) and wide (UTF-16) form, with the text around each hit.
find_pattern Searches the game's code for a byte pattern (89 81 ?? ?? 00 00) and says whether it is unique.

Code

Tool What it does
watch Finds the code that touches a value: a watchpoint for a few seconds, reporting each instruction that wrote to (or read) the address, with registers. You make the value change in the game while it runs.
disassemble Disassembles code (x86-64, Intel syntax) and suggests a byte pattern that locates the first instruction.
find_references Finds instructions whose memory operand points at an address: what uses a static value, or where a pointer is kept. Calls and jumps are not included.

Engine names

These need a game whose engine keeps names in memory; engine_info says whether it does. See Engine Helpers.

Tool What it does
engine_info Says which engine the game is built with and whether class and field names are available.
find_classes Lists classes whose name contains some text.
class_info Shows one class: parent, size, and every field with offset and type.
find_objects Finds live objects of a class and returns their addresses.

Cheats

These work on the running game's .cspector file on the PS5, the same one the web app loads. See The cspector Format.

Tool What it does
list_cheats Shows the saved cheats and which are on.
add_cheat Saves a cheat, replacing any with the same name. Accepts keep: true for cheats the PS5 should keep on by itself. For a code cheat it also records the game's original bytes at each hooked place, so the web app can switch it off later even when it was switched on here (beta, 0.4.3).
remove_cheat Deletes a cheat, switching it off first.
set_cheat Switches a cheat on or off, or runs it if it is a one-time action. A cheat that does not match the game's code is refused unless force is set. A script is run to the end and its log is returned; scripts that offer commands or hotkeys only work in the web app, and a script is stopped after 10 minutes (beta, 0.4.3).
kept_status Reports how the cheats the PS5 keeps on by itself are doing: on, waiting, does not fit this version, or a problem, and why.

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