ryubing-mcp

ryubing-mcp

Local MCP server for automating the Ryubing Nintendo Switch emulator, providing tools for controller input, touch, screenshots, logs, game launch, and session management.

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README

ryubing-mcp

ryubing-mcp is a local Model Context Protocol (MCP) server for controlling the Ryubing Nintendo Switch emulator. It lets an MCP client start isolated emulator sessions, launch a user-owned game, send controller input, capture the rendered frame, and inspect logs.

[!IMPORTANT] Use the Ryubing MCP Bridge custom build to use the complete MCP feature set. An unmodified Ryubing executable works through the Windows patchless compatibility backend, but analog-stick and touchscreen tools are intentionally unavailable there.

Only use game, update, firmware, and key files that you are legally entitled to use. This project does not distribute any of them.

What is included

  • A stdio MCP server for local MCP clients.
  • Managed Ryubing processes with a separate copied profile per session.
  • A full control-bridge backend for the recommended custom Ryubing build.
  • A Windows patchless fallback for an unmodified Ryubing executable.
  • Optional game-path confinement.
  • Cursor-based log reading and renderer screenshots.
  • Persistent per-session manifests and NDJSON logs, including after a managed process exits.
  • Installation/environment checks that do not expose key contents.
  • Read-only launch and patch preflight checks.
  • A versioned capability contract exposed as both an MCP tool and resource so clients can discover bridge/patchless limitations without guessing.
  • One-call diagnostic reports with repeated-log and gameplay-failure hints, exportable bundles, and bounded frame sequences for visual-loop evidence.
  • Automated tests and live smoke-test scripts.

Choose a backend

Capability Custom build (bridge) Unmodified build (patchless)
Windows managed sessions Yes Yes
Status and current title Yes Yes, inferred from the process/window
Digital buttons Players 1-8 and handheld Player 1 or handheld keyboard bindings
Analog sticks Yes Pending / unavailable
Touch tap, hold, and swipe Yes Pending / unavailable
Screenshots PNG and JPEG renderer frames Native PNG through the configured hotkey
Logs Structured in-memory bridge logs Parsed per-session file logs
Base game and session update launch Yes Yes
Window focus/hotkey dependency No Yes
Recommended for complete MCP use Yes Compatibility fallback only

backend: "auto" selects patchless managed sessions on Windows. Therefore, installing the custom build alone is not enough: set backend to bridge in the JSON config when full controller and touch support is required.

Requirements

  • Windows 10/11 for the patchless backend. The bridge backend follows the platform support of the custom Ryubing build.
  • Node.js 20 or newer.
  • A working Ryubing profile containing its Config.json, keys, firmware, and any other data required to boot your games.
  • The custom Ryubing MCP Bridge release for the complete tool set.

Installation

Option A: portable release layout

  1. Download and extract the custom Ryubing build linked above.
  2. Download ryubing-mcp-server-0.2.2.tgz from the ryubing-mcp v0.2.2 release.
  3. Extract the .tgz; its files are under the package/ directory.
  4. Place the MCP package contents beside Ryujinx.exe and install production dependencies with npm install --omit=dev.
  5. Prepare the portable/ profile directory before creating a session.
  6. Change backend to bridge in ryubing-mcp.config.json.

The resulting directory is self-contained:

ryubing-portable/
|-- Ryujinx.exe
|-- Ryujinx.dll and other Ryubing runtime files
|-- portable/                         # profile template copied per session
|   |-- Config.json
|   `-- system/                       # prod.keys, title.keys, firmware/NAND data
|-- dist/
|   `-- index.js
|-- node_modules/
|-- package.json
|-- ryubing-mcp.config.json
|-- ryubing-mcp.config.schema.json
`-- mcp-sessions/                     # created automatically

Run this once inside the directory:

npm install --omit=dev
node .\dist\index.js

The second command starts an MCP stdio process and normally appears to wait; that is expected. MCP clients start and communicate with it automatically.

Option B: build from source

git clone https://github.com/Leuconoe/ryubing-mcp.git
Set-Location ryubing-mcp
npm install
npm run typecheck
npm test
npm run build

Either copy the custom Ryubing runtime/profile into this directory or keep them elsewhere and point an external JSON config at those paths.

MCP client registration

Zero-environment portable registration

When Ryujinx.exe, portable/, and the default config are beside dist/, no environment variables are required:

{
  "mcpServers": {
    "ryubing": {
      "command": "node",
      "args": ["D:/Apps/ryubing-portable/dist/index.js"]
    }
  }
}

Externally managed config

To keep runtime paths and settings outside the MCP package, inject only the config file path:

{
  "mcpServers": {
    "ryubing": {
      "command": "node",
      "args": ["D:/Apps/ryubing-mcp/dist/index.js"],
      "env": {
        "RYUBING_MCP_CONFIG": "D:/Config/ryubing-mcp.config.json"
      }
    }
  }
}

Use forward slashes or escaped backslashes in JSON paths. Restart the MCP client after changing its server registration or the Ryubing config.

Configuration file

The server loads configuration in this order:

  1. The file named by RYUBING_MCP_CONFIG.
  2. ryubing-mcp.config.json in the MCP process working directory.
  3. ryubing-mcp.config.json shipped beside the server package.

Relative portable.root paths are resolved from the directory containing the selected config. Its three child paths are then resolved from portable.root. Unknown settings and invalid values fail at startup instead of being ignored.

Complete bridge-oriented example:

{
  "$schema": "./ryubing-mcp.config.schema.json",
  "backend": "bridge",
  "portable": {
    "root": ".",
    "executable": "Ryujinx.exe",
    "profileTemplate": "portable",
    "sessionRoot": "mcp-sessions"
  },
  "bridge": {
    "host": "127.0.0.1",
    "port": 49600,
    "timeoutMs": 10000,
    "launchTimeoutMs": 120000
  },
  "managed": {
    "maxSessions": 4,
    "portStart": 49610,
    "startupTimeoutMs": 30000
  }
}
JSON setting Default Description
backend auto bridge for full custom-build control, patchless for the Windows fallback, or auto
portable.root . Base directory for the following three portable paths
portable.executable Ryujinx.exe Custom or unmodified Ryubing apphost; a .dll is also accepted by bridge sessions
portable.profileTemplate portable Ready profile copied into every managed session
portable.sessionRoot mcp-sessions Parent directory for isolated session profiles
bridge.host 127.0.0.1 External/default bridge host; loopback values only
bridge.port 49600 External/default bridge port
bridge.timeoutMs 10000 Timeout for each bridge request
bridge.launchTimeoutMs 120000 Longer timeout for game.launch, which may perform application discovery and decryption
managed.maxSessions 4 Concurrent managed-session limit; maximum 32
managed.portStart 49610 First port considered for managed bridge sessions
managed.startupTimeoutMs 30000 Time allowed for a newly launched emulator to become ready
allowedGameDirs omitted Optional array of permitted game/update roots; omitted means unrestricted

To restrict launchable files, add an allowlist. Relative entries are resolved from the config directory:

{
  "allowedGameDirs": [
    "games",
    "E:/NSW/_titles/_waitng"
  ]
}

allowedGameDirs is not required. Leave it out when arbitrary absolute game paths must be usable. A configured allowlist rejects files outside its roots.

Optional environment overrides

Operational settings should normally remain in JSON. These variables exist for legacy launchers, CI, and secret injection, and override JSON when present:

Environment variable Purpose
RYUBING_MCP_CONFIG Select one external JSON config; normally the only injected variable
RYUBING_BACKEND Override backend
RYUBING_CONTROL_HOST Override external bridge host
RYUBING_CONTROL_PORT Override external bridge port
RYUBING_CONTROL_TOKEN Inject the external bridge bearer token without storing it in JSON
RYUBING_CONTROL_TIMEOUT_MS Override bridge request timeout
RYUBING_GAME_LAUNCH_TIMEOUT_MS Override the operation-specific game.launch timeout
RYUBING_ALLOWED_GAME_DIRS Platform-delimited path allowlist override
RYUBING_EXECUTABLE Override the managed executable path
RYUBING_PROFILE_TEMPLATE Override the profile-template path
RYUBING_SESSION_ROOT Override the session-root path
RYUBING_SESSION_PORT_START Override the first managed bridge port
RYUBING_MAX_SESSIONS Override the managed-session limit
RYUBING_SESSION_STARTUP_TIMEOUT_MS Override managed startup timeout

Profile and session model

There are two kinds of session:

  • default represents an emulator bridge started outside this MCP server at bridge.host:bridge.port. Omitting sessionId targets it.
  • A managed session is created by ryubing_create_session. It receives a copied profile, its own process, and—in bridge mode—its own port and random token.
  • Each managed profile contains .ryubing-mcp-session.json and .ryubing-mcp/logs.ndjson. The manifest records lifecycle phase, last status, launch paths, exit code, and the last error. These files are retained when a process exits so diagnostics can distinguish a game failure from an MCP or bridge connection failure.

For normal automation, use managed sessions:

  1. Call ryubing_check_environment and resolve every error before a runtime test.
  2. Call ryubing_create_session and save the returned sessionId.
  3. Call ryubing_validate_launch with the base/update paths. Resolve every error before starting a title.
  4. Call ryubing_launch_game with that sessionId and use waitFor: "running" when the caller needs a readiness guarantee. A timeout is returned as retryable evidence by default; continue with ryubing_wait_for_state instead of issuing a second launch.
  5. Use input, screenshot, frame-sequence, and log tools with the same sessionId.
  6. If the game does not progress, call ryubing_get_diagnostics and, when sharing evidence, ryubing_export_diagnostics before stopping.
  7. Call ryubing_stop_session when finished and retain the profile for diagnosis.

The template is copied, so concurrent sessions do not rewrite the original profile or each other's update selection. Stopped profiles are retained by default for diagnosis. Set removeProfile: true only when their data may be deleted.

Patchless sessions also create a hard-linked runtime mirror, falling back to normal copies when hard links are unavailable. This gives every process an isolated Logs directory without normally duplicating the entire runtime.

MCP tool reference

All emulator-control tools accept optional sessionId. Omit it only when you intentionally target an externally started default bridge.

ryubing_create_session

Starts a managed process and returns its session metadata and initial status. Optional sessionId must be 1-64 letters, digits, underscores, or hyphens and cannot be default. If omitted, a short random ID is generated.

ryubing_list_sessions

Lists the external default entry plus all managed sessions, including backend, state, PID, port where applicable, and profile directory.

ryubing_stop_session

Stops one managed process. sessionId is required. removeProfile defaults to false; setting it to true recursively removes that isolated profile after the process exits. The external default session cannot be stopped here.

ryubing_get_status

Returns protocol/emulator version, process ID, state, title ID/name, and frame dimensions where available. States are idle, loading, running, paused, or stopping.

ryubing_get_capabilities

Returns the emulator-mcp-capabilities contract version 1.0 for the selected session. It explicitly reports bridge-only analog/touch/multi-touch support, available launch/capture/diagnostic operations, and current limitations. The same default-session contract is available through the emulator://ryubing/capabilities MCP resource for clients that discover capabilities before selecting a tool.

ryubing_check_environment

Checks the managed executable, profile template, Config.json, standard system/prod.keys and system/title.keys locations, registered firmware, allowlisted game roots, session-root write access, and the selected session. The result has overall: "ok", "warning", or "error" plus a checks array; it does not read or return key contents. Set probeControl: true to query the selected bridge status as part of the report. This is the first tool to call when setup or firmware/key installation is uncertain.

Ryubing uses profile/system/ for keys with --root-data-dir. A legacy profile/keys/ directory is reported as a warning and is not treated as a successful standard key installation.

ryubing_press_buttons

Presses one or more buttons simultaneously and releases them after durationMs (16-10000, default 100). player is 1-8 or handheld.

Supported button names:

A B X Y L R ZL ZR PLUS MINUS L_STICK R_STICK
DPAD_UP DPAD_DOWN DPAD_LEFT DPAD_RIGHT
SL_LEFT SR_LEFT SL_RIGHT SR_RIGHT

Patchless mode accepts only Player 1/handheld and maps these names through the WindowKeyboard bindings in the copied profile's Config.json.

ryubing_set_sticks

Sets any supplied leftX, leftY, rightX, or rightY coordinate in the inclusive range -1 to 1. At least one axis is required. durationMs: 0 retains the state; a positive duration up to 60000 resets both sticks afterward. Requires the custom bridge build.

ryubing_touch

Sends tap, long_press, or swipe using Switch logical-screen coordinates: x 0-1279 and y 0-719. A swipe also requires endX and endY. durationMs is 16-10000. Requires the custom bridge build.

ryubing_take_screenshot

Returns metadata plus MCP image content. Bridge mode accepts png or jpeg and JPEG quality 1-100. Patchless mode accepts PNG only, invokes Ryubing's screenshot hotkey, and waits for the renderer PNG in the session profile.

ryubing_get_logs

Reads up to 2000 entries (limit, default 200). Levels are trace, debug, info, notice, warning, error, and critical. Pass the returned nextCursor as the next call's cursor to receive newer entries only. The optional contains value performs a case-insensitive match against each entry's category and message and returns filter metadata while preserving the source cursor.

ryubing_get_diagnostics

Collects a shareable JSON report without stopping or restarting the emulator. It includes a reportVersion, capture time, selected session metadata, runtime backend/platform, status, the requested trace-to-error log window, cursor/truncation state, level counts, repeated-message first/last cursors, and up to 100 warning/error/negative-log events with surrounding context. It still returns logs when status collection fails; the errors object identifies which part failed.

The focus argument prioritizes one of the common failure patterns:

focus What it looks for
game_load_failure stuck loading/stopping state and boot/load/guest errors
patch_loop repeated patch/mod/LayeredFS/RomFS/ExeFS/retry messages
video_loop repeated video/movie/cutscene/NVDEC/codec/decoder messages
patch_not_applied explicit missing, skipped, disabled, invalid, or failed patch messages
all all four heuristic categories (default)

Hints are evidence-based heuristics, not a proof of the root cause. Each hint contains summary, bounded evidence, and recommendations; a focused call with no matching signature returns a low-confidence “inconclusive” hint rather than an empty result. Always pass the original logs.entries, observations.events, and observations.repeatedMessages to the report when escalating an issue. A useful capture is:

{
  "sessionId": "qa-01",
  "cursor": "0",
  "limit": 2000,
  "minimumLevel": "trace",
  "focus": "all"
}

Capture a fresh diagnostic after the failure, before launching another title or deleting the managed profile; the retained profile and cursor make repeated failures comparable.

When the managed process has already exited, the tool falls back to the manifest's last status and the persisted NDJSON log. The report exposes sources.status (live or manifest) and sources.logs (live or persisted) and adds a warning instead of hiding the original failure behind ECONNREFUSED.

ryubing_export_diagnostics

Collects the same report and writes report.json, the captured logs.ndjson, and a SHA-256 manifest.json under the selected managed profile's .ryubing-mcp/diagnostics/<timestamp>-<pid>/ directory. The result includes the exact paths, byte count, and redaction count. Absolute paths and secret-like fields or inline values are redacted by default. Export is local-only; game contents, screenshots, keys, firmware, and environment variables are not copied. Only set redact: false when the bundle remains on the same trusted machine.

ryubing_get_runtime_metrics and ryubing_advise_compatibility

The metrics tool summarizes bounded FPS and frame-time samples plus shader and video-failure signals found in structured logs. Missing counters remain null or empty instead of being estimated. The advisor combines those metrics with diagnostic hints and returns reversible, one-variable experiments with their reason, tradeoff, and rollback. It never changes emulator settings.

ryubing_list_artifacts and ryubing_cleanup_artifacts

Artifact listing is limited to Ryubing MCP's exact diagnostic-directory naming convention. Cleanup applies age and keep-latest retention to the same bounded set and defaults to dryRun: true. It does not scan or delete games, managed profiles, saves, patches, keys, firmware, or arbitrary user files.

ryubing_capture_sequence

Captures 2-12 frames at a bounded interval (50-10000 ms). The metadata includes SHA-256 hashes, dimensions, optional bridge frame numbers, byte sizes, and changedFromPrevious. It classifies exact-byte sequences as frozen, periodic, or moving and reports the period and compared pairs. Image blocks are included only while the total payload is under 24 MiB. Exact PNG/JPEG hashes are strong evidence for identical output but less tolerant than Eden MCP's grayscale perceptual comparison; compression differences can make equivalent frames appear changed.

ryubing_run_input_script

Validates all operations before sending the first input, then executes up to 100 wait, buttons, sticks, touch, or wait_frame_change steps. The declared wait/hold/timeout budget is limited to five minutes. Each result contains the operation, duration, success, and result or failure. Stick players touched by the script are reset to zero after failure and by default after completion.

{
  "sessionId": "qa-01",
  "steps": [
    {"op":"buttons","buttons":["L","R"],"player":1,"durationMs":120},
    {"op":"buttons","buttons":["A"],"player":1,"durationMs":80},
    {"op":"wait_frame_change","timeoutMs":10000,"pollMs":500}
  ]
}

Patchless sessions support wait, buttons, and screenshot-based frame checkpoints. Stick and touch steps return the existing explicit Pending error and the script preserves completed-step evidence.

ryubing_validate_launch

Performs the launch checks without starting Ryubing: path allowlist and extension, file/directory metadata, filename title-ID hints, and base/update compatibility. overall: "error" blocks ryubing_launch_game; warnings are non-fatal but should be reviewed.

ryubing_inspect_patch

Scans an unpacked patch directory without modifying it. It reports title-ID hints, romfs/exefs/LayeredFS markers, patch archive extensions, duplicate relative paths, file count, and total bytes. This is a layout check only; it does not decrypt NCA files or prove that a translation rendered in-game.

ryubing_launch_game

Launches an absolute .xci, .nsp, .nca, .nro, or unpacked game directory. Optional updatePath must be a matching update .nsp. The update applies only to the isolated session. Supply the 16-digit hexadecimal applicationId when the update filename does not expose a title ID.

waitFor defaults to "accepted" for compatibility. Set it to "running" to poll the selected bridge until control.status.state is running; the bounded waitTimeoutMs (default managed.startupTimeoutMs) returns targetReached=false, timedOut=true, and retryable=true without stopping the selected process. Set keepRunningOnTimeout=false only when legacy tool error behavior is required. bridge.launchTimeoutMs is a separate, longer timeout for the launch RPC itself.

If that RPC deadline expires before the bridge acknowledges the launch, the default result is also non-terminal: launch.accepted is "unknown", launch.requestTimedOut=true, and retryable=true. This does not prove that the emulator rejected the game. Keep the owned process, poll ryubing_wait_for_state, and collect diagnostics from that session. Do not issue a second game.launch while the first request's outcome is unknown.

ryubing_wait_for_state

Continues polling the existing selected session for idle, loading, running, paused, or stopping without sending another game.launch. Use it after a retryable launch timeout. The response includes the last status/error, elapsed time, and whether another wait remains safe.

Example call arguments:

{
  "sessionId": "qa-01",
  "basePath": "E:/NSW/_titles/_waitng/Example [0100000000000000].xci",
  "updatePath": "E:/NSW/_titles/_waitng/Example Update [0100000000000800].nsp",
  "applicationId": "0100000000000000"
}

Full bridge security model

  • The bridge binds only to 127.0.0.1, ::1, or localhost; remote network control is deliberately unsupported.
  • Managed bridge sessions choose separate ports and generate a cryptographically random token for each process.
  • On Windows the token is passed through a per-session token file rather than a visible command-line argument.
  • The MCP server validates protocol version 0.1, input ranges, paths, response IDs, screenshot encoding, and screenshot size.
  • Keep MCP access local and do not expose stdio or bridge ports through an unauthenticated network proxy.

Patchless behavior and limitations

Patchless mode is a compatibility implementation, not the complete control protocol. It:

  • Detects PID, emulator version, title name, and title ID from the process and Ryubing window title.
  • Delivers configured digital keyboard keys directly to the Ryubing window.
  • Uses Ryubing's configured screenshot hotkey and returns the new PNG.
  • Parses the latest isolated runtime log using a numeric cursor.
  • Writes a session-local games/<titleId>/updates.json when an update is used, then restarts Ryubing with the base game path.
  • Returns a clear Pending error for analog-stick and touch requests.

Because it relies on native window/input behavior, keyboard bindings must exist and security or overlay software may interfere. Switch to backend: "bridge" before treating input automation as release-quality evidence.

Troubleshooting

First response for any abnormal gameplay

Do not immediately restart, delete the profile, or apply another patch. Preserve the failing session so its cursor and profile remain useful:

  1. Call ryubing_check_environment({"sessionId":"qa-01","probeControl":true}).
  2. Call ryubing_get_status({"sessionId":"qa-01"}).
  3. Call ryubing_get_diagnostics with cursor: "0", limit: 2000, minimumLevel: "trace", and the most relevant focus value below.
  4. Save the complete JSON response, emulator build, firmware version, title ID, base/update paths, session ID, and the fresh screenshot separately.
  5. Only then restart the title or try one controlled change.

The diagnostic hints are heuristics. A loader message, a running process, or a successful patch copy alone does not prove that the game reached the expected screen or that Korean data was rendered.

Game does not load or remains on loading

Run ryubing_validate_launch first and resolve any title-ID mismatch. Then use focus: "game_load_failure". Check the environment report first: the executable, profile, system/prod.keys, system/title.keys, and registered firmware must be present. Confirm the base path exists and that an update is matched to the base title. If the update filename does not contain the base title ID, pass applicationId explicitly. Compare status.state, titleId, and the last load/guest/error entries in the diagnostic report.

Wrong patch causes a loop or prevents progression

Run ryubing_inspect_patch on each candidate and keep its output with the report. Then use focus: "patch_loop". Inspect observations.repeatedMessages and the patch_loop evidence rather than only the final error. Keep exactly one enabled patch candidate for the selected title root, verify the consumer title ID, and restart the title after changing patch files. A retained managed profile should be used for the before/after comparison; do not mix a default profile log with a managed-session result.

Video or cutscene repeats instead of progressing

Use ryubing_capture_sequence first, then focus: "video_loop" and the complete diagnostic log window. Look for repeated NVDEC, codec, decoder, movie, cutscene, media, or frame messages. Separate a video decoder failure from a patch loop: the process can remain running while the render surface is not advancing. Record the title ID, firmware, graphics backend, and whether the same scene repeats after a clean unpatched launch.

Patch exists but Korean data is not displayed

Use focus: "patch_not_applied". Verify that the patch is staged under the actual consumer title ID, that only the intended candidate is enabled, and that the managed profile is the profile being launched. Restart the title after staging; LayeredFS/ExeFS or file-copy messages are not proof that the selected translation reached the rendered text. Compare a baseline capture with a fresh patched capture and retain both diagnostic reports.

Keys or firmware were installed manually but the game still fails

For a --root-data-dir profile, Ryubing reads key files from <profile>/system/, not <profile>/keys/. Use the environment report to detect the legacy location. Supply a real firmware ZIP containing NCA entries; an incomplete archive or an unrelated executable ZIP will fail before installation. After correcting the profile, create a new managed session so it receives the updated template and collect a fresh diagnostic report.

Ryubing MCP config file not found

Check RYUBING_MCP_CONFIG, use an absolute path, and remember that JSON paths need forward slashes or escaped backslashes.

Managed executable or profile does not exist

Confirm portable.root, portable.executable, and portable.profileTemplate. The executable must be a file and the template must already be a usable directory. sessionRoot is created automatically.

Bridge startup/readiness timeout

Verify that the executable is the custom bridge release and that config uses backend: "bridge". Increase managed.startupTimeoutMs for slow firmware/game startup. The managed session searches available loopback ports beginning at managed.portStart.

Pending: analog stick or Pending: touchscreen

The session is using patchless mode. Install the custom build and explicitly set backend to bridge.

Patchless button is unbound or unsupported

Open the template profile in Ryubing, configure Player 1 WindowKeyboard bindings, save, and create a new session so it receives the updated config.

Patchless screenshot times out

Confirm the screenshot hotkey in Config.json is bound and that Ryubing can write PNG files under the session profile's screenshots/ directory.

Game path is rejected

Use an absolute supported path. If allowedGameDirs is present, the real file must be inside one of those directories. Remove the setting to allow all paths.

Update title ID cannot be inferred

Pass the base game's 16-digit applicationId explicitly. Do not pass the update title ID ending in the update suffix.

Old session directory already exists

Choose a different sessionId, remove the previous session through ryubing_stop_session with removeProfile: true, or inspect and archive the retained profile manually.

Verification and development

Run the local quality checks:

npm run typecheck
npm test
npm run build

With an external bridge already running at the configured default endpoint:

npm run smoke:live

For two managed patchless processes, configure the managed paths and set RYUBING_LIVE_BASE_A, RYUBING_LIVE_UPDATE_A, and RYUBING_LIVE_BASE_B before running:

npm run smoke:parallel

The smoke tests require user-owned games and are not part of the normal unit test run.

For a read-only preflight matrix over a directory such as E:/NSW/_titles/_waitng, set the directory outside the MCP process config and run:

$env:RYUBING_GAME_MATRIX_DIR = 'E:\NSW\_titles\_waitng'
npm run qa:matrix

The matrix reports one ryubing_validate_launch result per .xci, .nsp, .nca, or .nro file. It does not launch games or copy/modify their files; use it before a controlled runtime matrix with one retained managed profile per title.

Releases and source

License

This MCP server is licensed under the MIT License. Ryubing and its dependencies retain their respective licenses.

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模型上下文协议(MCP)服务器允许像 Claude 这样的 AI 助手使用 Exa AI 搜索 API 进行网络搜索。这种设置允许 AI 模型以安全和受控的方式获取实时的网络信息。

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