Agent skill

Gearcoleco Debugging

by drhelius in drhelius/Gearcoleco

Debug and trace ColecoVision and Super Game Module games using the Gearcoleco emulator MCP server.

GPL-3.0Auto-check passedDevelopment

Install Gearcoleco Debugging

skills CLI
$ npx skills add drhelius/Gearcoleco --skill gearcoleco-debugging -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install drhelius/Gearcoleco gearcoleco-debugging --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/drhelius/Gearcoleco.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/gearcoleco-debugging .claude/skills/gearcoleco-debugging && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
gearcoleco-debugging
GitHub stars
141
Token cost
~3.5k tokens
SKILL.md length
1,604 words
Files
6 (incl. scripts, references)
Skills in repo
2
Repo updated
First seen
Licence
GPL-3.0

At a glance

Debug and trace ColecoVision and Super Game Module games using the Gearcoleco emulator MCP server.

  • Works in 5 steps: Load and Orient → Pause and Inspect → Set Breakpoints → …
  • The user wants to debug a ColecoVision
  • SKILL.md covers Overview, MCP Server Prerequisite, Debugging Workflow and Rewind (Time Travel Debugging), plus 4 more sections
  • Runs Shell scripts from its folder; calls bash and brew

What it does

Gearcoleco Debugging is an agent skill from drhelius/Gearcoleco. Debug and trace ColecoVision and Super Game Module games using the Gearcoleco emulator MCP server. Provides workflows for Z80 CPU debugging, breakpoint management, TMS9918A VDP/SN76489/AY-3-8910 hardware inspection, disassembly analysis, execution tracing, and rewind/time-travel debugging. Use when the user wants to debug a ColecoVision or SGM game, trace code execution, inspect Z80 CPU registers or hardware state, set breakpoints, analyze interrupts, step through Z80 instructions, reverse engineer game code…

Its SKILL.md is about 3.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including scripts and reference files (for example `references/colecovision.md`, `references/sn76489.md` and `references/super_game_module.md`). Compatibility notes: Requires the Gearcoleco MCP server. Direct tool mode is the default. Before installing or configuring, call debuggetstatus to check if the server is already…

It sits in Development, covering Responsive design, Debugging and MCP servers. It works with Model Context Protocol, Homebrew, macOS and Linux. The repository describes itself as: ColecoVision, ADAM emulator and debugger with embedded MCP server for macOS, Windows, Linux, BSD and RetroArch. The licence is GPL-3.0.

When your agent uses it

  • The user wants to debug a ColecoVision
  • Trace code execution
  • Inspect Z80 CPU registers
  • Set breakpoints

Example prompts

  • “/gearcoleco-debugging”

Requirements

  • A Bash shell
  • Compatibility (from SKILL.md): Requires the Gearcoleco MCP server. Direct tool mode is the default. Before installing or configuring, call debug_get_status to check if the server is already connected. If --mcp-router is enabled, use get_tool_info and execute_tool for routed tools.

Workflow steps

5 steps, taken from the step headings in SKILL.md.

  1. Load and Orient
  2. Pause and Inspect
  3. Set Breakpoints
  4. Step Through Code
  5. Trace Execution

What it can do on your machine

Read from SKILL.md and the folder at commit c845593. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 1 file in scripts/ (Shell), which the agent can run.

    Shell commands in SKILL.md call:

    • bash
    • brew

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

  • Compatibility

    Requires the Gearcoleco MCP server. Direct tool mode is the default. Before installing or configuring, call debug_get_status to check if the server is already connected. If --mcp-router is enabled, use get_tool_info and execute_tool for routed tools.

    From compatibility in the SKILL.md frontmatter.

Context cost

Gearcoleco Debugging loads about 3.5k tokens when it runs, and up to ~15k if it reads all its reference files. Until then it costs about 216 tokens; SKILL.md has 1,604 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~216
When it runs · the whole SKILL.md, loaded when a task matches
~3.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~15k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from drhelius/Gearcoleco at commit c845593, republished under its GPL-3.0 licence (© drhelius). 1,604 words, ~3,513 tokens.

Download SKILL.mdSave it as .claude/skills/gearcoleco-debugging/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
gearcoleco-debugging
description
Debug and trace ColecoVision and Super Game Module games using the Gearcoleco emulator MCP server. Provides workflows for Z80 CPU debugging, breakpoint management, TMS9918A VDP/SN76489/AY-3-8910 hardware inspection, disassembly analysis, execution tracing, and rewind/time-travel debugging. Use when the user wants to debug a ColecoVision or SGM game, trace code execution, inspect Z80 CPU registers or hardware state, set breakpoints, analyze interrupts, step through Z80 instructions, reverse engineer game code, examine VDP registers, view sprites, inspect SN76489 or AY-3-8910 audio, view the call stack, rewind to earlier execution points, or diagnose rendering, audio, controller, SGM RAM, or timing issues. Also use when the user mentions ColecoVision development, Super Game Module homebrew testing, or Z80 debugging with Gearcoleco.
compatibility
Requires the Gearcoleco MCP server. Direct tool mode is the default. Before installing or configuring, call debug_get_status to check if the server is already connected. If --mcp-router is enabled, use get_tool_info and execute_tool for routed tools.
metadata.author
drhelius
metadata.version
1.0

ColecoVision / Super Game Module Debugging with Gearcoleco

Overview

Debug ColecoVision and Super Game Module games using the Gearcoleco emulator as an MCP server. Control execution (pause, step, breakpoints), inspect the Z80 CPU and hardware (TMS9918A VDP, SN76489 PSG, AY-3-8910 SGM PSG), read/write memory across multiple areas (BIOS, RAM, SGM RAM, VRAM, ROM banks), disassemble code, trace instructions, rewind to earlier states, view sprites, and capture screenshots - all through MCP tool calls. Hardware documentation is available in the references/ directory.

MCP Server Prerequisite

IMPORTANT - Check before installing: Before attempting any installation or configuration, you MUST first verify if the Gearcoleco MCP server is already connected in your current session. In the default mode, call debug_get_status directly. If Gearcoleco was intentionally started with --mcp-router, call get_tool_info with {"name":"debug_get_status"}, then call execute_tool with {"name":"debug_get_status","arguments":{}}. A valid response from either workflow means the server is active and ready.

Only if neither workflow is available or the call fails, you need to help install and configure the Gearcoleco MCP server:

Installing Gearcoleco

Run the bundled install script (macOS/Linux):

bash
bash scripts/install.sh

This installs Gearcoleco via Homebrew on macOS or downloads the latest release on Linux. It prints the binary path on completion. You can also set INSTALL_DIR to control where the binary goes (default: ~/.local/bin).

Alternatively, download from GitHub Releases or install with brew install --cask drhelius/geardome/gearcoleco on macOS.

Connecting as MCP Server

Configure your AI client to run Gearcoleco as an MCP server via STDIO transport. Example for Claude Desktop (~/Library/Application Support/Claude/claude_desktop_config.json):

json
{
  "mcpServers": {
    "gearcoleco": {
      "command": "/path/to/gearcoleco",
      "args": ["--mcp-stdio"]
    }
  }
}

Replace /path/to/gearcoleco with the actual binary path from the install script. Add --headless before --mcp-stdio on headless machines.

Hardware Documentation (References)

ColecoVision and Super Game Module hardware documentation is available in the references/ directory. Load them into your context when investigating specific hardware or BIOS behavior.

ReferenceFileQualityLoad when...
ColecoVision Technical Notesreferences/colecovision.mdPRIMARY - system quick referenceCartridge headers, title-screen behavior, controller modes, keypad codes, memory map, I/O map, basic SN76489 and VDP context
TMS9918A VDP (Sean Young)references/tms9918a.mdPRIMARY - detailed VDP referenceVDP registers, status flags, VRAM access, display modes, interrupts, sprites, fifth-sprite flag, collisions, undocumented modes
SN76489A PSGreferences/sn76489.mdPRIMARY - ColecoVision PSG quick referenceSN76489 latch/data writes, tone periods, attenuation, noise control, frequency formula, PSG debugging
Super Game Module Notesreferences/super_game_module.mdPRIMARY - SGM memory referenceSGM RAM mapping, port $53, port $7F, ADAM compatibility, SGM initialization, SGM AY summary

Debugging Workflow

1. Load and Orient
load_media -> get_media_info -> get_z80_status -> get_screenshot

Start every session by loading the ROM, confirming it loaded correctly (file path, type, size, mapper), then checking Z80 CPU state and taking a screenshot to understand the current game state. If a .sym file exists alongside the ROM, symbols are loaded automatically. Gearcoleco accepts .sym entries using BANK:ADDRESS LABEL format.

Load additional symbols with load_symbols or add individual labels with add_symbol.

2. Pause and Inspect

Always call debug_pause before inspecting state. While paused:

  • CPU state: get_z80_status - registers AF, BC, DE, HL, AF', BC', DE', HL', IX, IY, SP, PC, WZ, I, R, flags (S, Z, H, P/V, N, C), interrupt state, halt status, interrupt mode (0/1/2)
  • Disassembly: get_disassembly with a start/end address range. Disassembled records exist for code that has executed during emulation
  • Call stack: get_call_stack - current subroutine hierarchy
  • Memory: read_memory with a memory editor area ID and offset. Use list_memory_areas first to see available areas and physical offsets
  • Sprites: list_sprites - all 32 TMS9918A sprites with position, size, pattern index
3. Set Breakpoints

Use breakpoints to stop execution at points of interest:

Breakpoint TypeToolUse Case
Executionset_breakpoint (execute: true)Stop when PC reaches address
Readset_breakpoint (read: true)Stop when memory address is read
Writeset_breakpoint (write: true)Stop when memory address is written
Rangeset_breakpoint_rangeCover an address range (exec/read/write)
IRQtoggle_irq_breakpointsBreak on RESET, NMI, or INT interrupts

Breakpoints support 3 memory areas: rom_ram, vram, vdp_reg. Use rom_ram for Z80 address space, vram for VDP memory access, and vdp_reg for VDP register writes.

Important: Read/write breakpoints stop with PC at the instruction after the memory access.

Manage breakpoints with list_breakpoints and remove_breakpoint.

4. Step Through Code

After hitting a breakpoint or pausing:

ActionToolBehavior
Step Intodebug_step_intoExecute one Z80 instruction, enter subroutines
Step Overdebug_step_overExecute one instruction, skip CALL subroutines
Step Outdebug_step_outRun until RET returns from current subroutine
Step Framedebug_step_frameExecute until next frame / VBlank; use mode: "sync" before dependent calls
Run Todebug_run_to_cursorContinue until PC reaches target address
Continuedebug_continueResume normal execution

After each step, call get_z80_status and get_disassembly to see where you are.

5. Trace Execution

The trace logger records Z80 instructions interleaved with hardware events (VDP writes/status, PSG, AY-3-8910, I/O ports, SGM mapping events).

  1. set_trace_log with enabled: true to start recording (optionally use flags; 0xFF enables all trace types)
  2. Let the game run or step through code
  3. set_trace_log with enabled: false to stop (entries are preserved)
  4. get_trace_log to read recorded entries

Trace flags: bit 0 = CPU, 1 = CPU IRQ, 2 = VDP write, 3 = VDP status, 4 = PSG, 5 = AY-3-8910, 6 = I/O port, 7 = SGM.

Tracing is essential for understanding timing-sensitive code, interrupt handlers, VDP access sequences, sound register writes, controller reads, and SGM RAM enable behavior.


Rewind (Time Travel Debugging)

  • get_rewind_status reports whether rewind is enabled, how many snapshots are available, total capacity, and memory usage.
  • rewind_seek jumps to a specific buffered snapshot. The emulator must be paused first.
  • Use rewind when you need to compare two nearby execution points without managing manual save states.

Typical flow:

  1. debug_pause
  2. get_rewind_status
  3. rewind_seek to an earlier snapshot
  4. get_z80_status and get_disassembly to inspect the restored point
  5. debug_continue or keep stepping from there

Hardware Inspection

VDP (TMS9918A Video Display Processor)
  • get_vdp_registers - VDP registers with hex values and descriptions
  • get_vdp_status - status flags, current mode, render line, display state
  • list_sprites - all 32 sprites with position, size, pattern index
  • get_sprite_image - get a specific sprite as base64 PNG
Show full SKILL.md (636 more words)Show less
PSG (SN76489 Sound)
  • get_psg_status - all 4 channels (3 tone + 1 noise): volume, period, frequency
AY-3-8910 (Super Game Module Sound)
  • get_ay8910_status - 3 AY channels, mixer, noise, envelope, registers, mute state
  • SGM AY ports are $50 register select, $51 data write, $52 data read
Screen Capture
  • get_screenshot - current rendered frame as PNG

Use screenshots after stepping or continuing to see the visual impact of changes.


Memory Areas

Use list_memory_areas to discover all available physical areas. Memory tools use the returned area IDs and 0-based offsets, while breakpoints use logical areas.

Logical AreaDescription
rom_ramFull Z80 64K address space (BIOS, RAM, SGM RAM windows, cartridge ROM)
vramVideo RAM - pattern tables, name table, color table, sprite attribute table
vdp_regVDP register file

Additional read_memory/write_memory areas include physical BIOS, WRAM, SGM RAM, VRAM, ROM banks, and other mapped spaces - use list_memory_areas for the complete list.


Common Debugging Scenarios

Finding the VBlank / NMI Handler
  1. toggle_irq_breakpoints to enable breaking on interrupts
  2. debug_continue to run until the VDP NMI fires
  3. get_z80_status + get_disassembly to see the handler code
  4. get_call_stack to see the call hierarchy
  5. add_symbol to label the handler address and any subroutines it calls

Note: The Z80 NMI vector is fixed at $0066. ColecoVision games normally receive VBlank through the TMS9918A NMI path.

Diagnosing Graphics Corruption
  1. debug_pause -> get_vdp_registers - check mode and table base addresses
  2. get_vdp_status - verify status flags, render state, and interrupt state
  3. read_memory (VRAM area from list_memory_areas) - inspect pattern, name, color, and sprite tables
  4. list_sprites - verify sprite positions, patterns, and ordering
  5. Set read/write breakpoints (area: vram) on display data addresses to catch corruption source
  6. Use references/tms9918a.md and references/colecovision.md for VDP, memory-map, and I/O details
Analyzing a Subroutine
  1. set_breakpoint at the subroutine entry point
  2. debug_continue -> when hit, get_z80_status
  3. Step through with debug_step_into / debug_step_over
  4. After each step: check registers and read relevant memory
  5. add_symbol for the routine and any called subroutines
  6. add_disassembler_bookmark to mark interesting locations
Tracking a Variable
  1. list_memory_areas to identify WRAM or SGM RAM area IDs
  2. add_memory_watch on the variable's physical offset - watches are visible in the emulator GUI
  3. Set a write breakpoint with set_breakpoint (write: true) on the logical address if the variable is in the Z80 address space
  4. When hit, get_disassembly reveals what code is modifying it
  5. get_call_stack shows the call chain leading to the write
Inspecting VDP Timing
  1. toggle_irq_breakpoints to break on VBlank / NMI
  2. get_vdp_status to check flags and current render state
  3. get_trace_log to see interleaved Z80 + VDP events
  4. Check VDP register writes and VRAM access patterns in the trace for mid-frame updates
Debugging Sound
  1. get_psg_status - check all 4 SN76489 channels (tone frequencies, volumes, noise mode)
  2. get_ay8910_status - check SGM AY-3-8910 state (registers, mixer, envelope, channels)
  3. Set write breakpoints on PSG I/O range or trace psg events to catch SN76489 writes
  4. Trace ay8910 and io_port events to catch SGM writes to $50/$51 and reads from $52
  5. Step through the sound driver code and correlate register writes with audio output
Debugging SGM RAM Mapping
  1. Load references/super_game_module.md
  2. Trace sgm and io_port events with set_trace_log
  3. Watch writes to port $53 for upper RAM enable and $7F for lower BIOS/RAM mapping
  4. Use list_memory_areas and read_memory to inspect SGM RAM physical areas
  5. Check ADAM compatibility logic before enabling the 24 KB RAM window

Organizing Your Debug Session

  • Symbols: Use add_symbol liberally to label addresses - makes disassembly readable
  • Bookmarks: Use add_disassembler_bookmark for code locations and add_memory_bookmark for data regions
  • Watches: Use add_memory_watch for variables you're tracking across steps
  • Save states: Use save_state / load_state to snapshot and restore emulator state at interesting points
  • Screenshots: Capture visual state with get_screenshot after significant changes
  • Modify registers: Use write_z80_register to change register values live (AF, BC, DE, HL, IX, IY, SP, PC, etc.)

© drhelius, GPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 5 other files (scripts, references) in skills/gearcoleco-debugging of drhelius/Gearcoleco.

  • SKILL.md
  • references/colecovision.md
  • references/sn76489.md
  • references/super_game_module.md
  • references/tms9918a.md
  • scripts/install.sh

Open the folder on GitHubat commit c845593

Compare with similar skills

Gearcoleco Debugging next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Gearcoleco Debugging compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Gearcoleco Debugging this skilldrhelius/Gearcoleco141—~3.5kAutomated safety check: PassGPL-3.0
Dotnet Debuggingnovotnyllc/dotnet-artisan233—~2.1kAutomated safety check: PassMIT
MCP Debuggerdebugmcp/mcp-debugger171—~3.8kAutomated safety check: PassMIT
Ue Live DebuggingJasonMa0012/MooaToon749—~2.9kAutomated safety check: NotesCustom licence
Java DebugAmplicode/spring-skills126—~2.7kAutomated safety check: PassNone
Browser Setupclacky-ai/openclacky1.2k—~3.1kAutomated safety check: NotesMIT

Similar skills

  • Dotnet Debugging

    novotnyllc/dotnet-artisan

    Debugs Windows and Linux/macOS applications (native, .NET/CLR, mixed-mode) with WinDbg MCP (crash dumps, !analyze, !syncblk, !dlk, !runaway, !dumpheap, !gcroot, BSOD), dotnet-dump, lldb with SOS…

    233 GitHub stars~2.1k tokensUpdated 1 mo ago
    DevelopmentAuto-check passed
  • MCP Debugger

    debugmcp/mcp-debugger

    A skill your agent uses when investigating a bug, failing test, or unexpected runtime behavior and the mcp-debugger MCP server is available — drives real step-through debuggers (breakpoints, stack…

    171 GitHub stars~3.8k tokensUpdated yesterday
    DevelopmentAuto-check passed
  • Ue Live Debugging

    JasonMa0012/MooaToon

    A skill your agent uses when debugging UE C++ crashes, runtime bugs, or unexpected behavior with Rider MCP available.

    749 GitHub stars~2.9k tokensUpdated 19 days ago
    DevelopmentAuto-check: notes
  • Java Debug

    Amplicode/spring-skills

    Safety rules, workflows, and tool reference for debugging applications via IntelliJ debugger: breakpoints, debug sessions, stepping, evaluating expressions, inspecting runtime state.

    126 GitHub stars~2.7k tokensUpdated 1 mo ago
    DevelopmentAuto-check passed
  • Browser Setup

    clacky-ai/openclacky

    Configure the browser tool for Clacky. An agent skill from clacky-ai/openclacky.

    1.2k GitHub stars~3.1k tokensUpdated today
    DevelopmentAuto-check: notes
  • Crash Expert Skill

    infometa/workbuddyskills

    Linux kernel vmcore/coredump analysis expert skill. An agent skill from infometa/workbuddyskills.

    342 GitHub stars~2.4k tokensUpdated today
    Agent WorkflowsAuto-check: notes

More from drhelius/Gearcoleco

  • Gearcoleco Romhacking

    drhelius/Gearcoleco

    Hack, modify, and translate ColecoVision and Super Game Module ROMs using the Gearcoleco emulator MCP server.

    141 GitHub stars~3.9k tokensUpdated today
    Auto-check passed

Questions about Gearcoleco Debugging

What does Gearcoleco Debugging do?

Debug and trace ColecoVision and Super Game Module games using the Gearcoleco emulator MCP server. Gearcoleco Debugging is an agent skill from drhelius/Gearcoleco. Debug and trace ColecoVision and Super Game Module games using the Gearcoleco emulator MCP server.

When should I use Gearcoleco Debugging?

Gearcoleco Debugging fits situations like: the user wants to debug a ColecoVision; trace code execution; inspect Z80 CPU registers; set breakpoints.

How do I install Gearcoleco Debugging in Claude Code?

Run `npx skills add drhelius/Gearcoleco --skill gearcoleco-debugging -a claude-code`. Or copy the skill folder (skills/gearcoleco-debugging in drhelius/Gearcoleco) into .claude/skills/gearcoleco-debugging in your project. Claude Code loads it when a task matches its description.

How do I install Gearcoleco Debugging in Codex?

Run `npx skills add drhelius/Gearcoleco --skill gearcoleco-debugging -a codex`. Or copy the skill folder (skills/gearcoleco-debugging in drhelius/Gearcoleco) into .agents/skills/gearcoleco-debugging in your project. Codex loads it when a task matches its description.

Can I use Gearcoleco Debugging in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add drhelius/Gearcoleco --skill gearcoleco-debugging -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/gearcoleco-debugging, .gemini/skills/gearcoleco-debugging, .github/skills/gearcoleco-debugging and .opencode/skills/gearcoleco-debugging in your project.

What does Gearcoleco Debugging need to run?

Going by SKILL.md and its folder, Gearcoleco Debugging needs a shell for the scripts in its folder and the command-line tools its instructions call (bash and brew). Our summary lists: A Bash shell. Compatibility (from SKILL.md): Requires the Gearcoleco MCP server. Direct tool mode is the default. Before installing or configuring, call debug_get_status to check if the server is already connected. If --mcp-router is enabled, use get_tool_info and execute_tool for routed tools..

Does Gearcoleco Debugging access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Gearcoleco Debugging safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Gearcoleco Debugging use?

Gearcoleco Debugging is published under the GPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Gearcoleco Debugging use?

About 3.5k tokens (SKILL.md is roughly 14k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 11k tokens, read only when the agent opens those files.

What are the alternatives to Gearcoleco Debugging?

Skills that share tags, products or a category with Gearcoleco Debugging: Dotnet Debugging (novotnyllc/dotnet-artisan, 233 stars), MCP Debugger (debugmcp/mcp-debugger, 171 stars), Ue Live Debugging (JasonMa0012/MooaToon, 749 stars) and Java Debug (Amplicode/spring-skills, 126 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Gearcoleco Debugging?

drhelius (a GitHub user) maintains it in drhelius/Gearcoleco, which has 141 GitHub stars. The repository holds 2 skills in this directory. The repository was last updated on October 6, 2026.

Source: drhelius/Gearcoleco on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.