Agent skill

Gearcoleco Romhacking

by drhelius in drhelius/Gearcoleco

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

GPL-3.0Auto-check passedAgent Workflows

Install Gearcoleco Romhacking

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

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

GitHub CLI
$ gh skill install drhelius/Gearcoleco gearcoleco-romhacking --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-romhacking .claude/skills/gearcoleco-romhacking && 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-romhacking
GitHub stars
142
Token cost
~3.9k tokens
SKILL.md length
1,542 words
Files
6 (incl. scripts, references)
Skills in repo
2
Repo updated
First seen
Licence
GPL-3.0

At a glance

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

  • Works in 4 steps: Identify the Font System → Find String Data → Measure Space Constraints → …
  • The user wants to create cheats
  • SKILL.md covers Overview, MCP Server Prerequisite, Core Technique: Memory Search and Fast Forward for Efficiency, plus 5 more sections
  • Runs Shell scripts from its folder; calls bash and brew

What it does

Gearcoleco Romhacking is an agent skill from drhelius/Gearcoleco. Hack, modify, and translate ColecoVision and Super Game Module ROMs using the Gearcoleco emulator MCP server. Provides workflows for memory searching, value discovery, cheat creation, data modification, sprite/text finding, translation patching, and rewind-assisted experimentation. Use when the user wants to create cheats, find game values in memory, modify ROM data, translate a ColecoVision game, patch game behavior, create ROM hacks, discover hidden content, change sprites or graphics, find text strings, do…

Its SKILL.md is about 3.9k 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 Agent Workflows, covering MCP servers, Translation and A/B testing. It works with Model Context Protocol, 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 create cheats
  • Find game values in memory
  • Modify ROM data
  • Translate a ColecoVision game

Example prompts

  • “/gearcoleco-romhacking”

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

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

  1. Identify the Font System
  2. Find String Data
  3. Measure Space Constraints
  4. Apply and Test

What it can do on your machine

Read from SKILL.md and the folder at commit 3161e3f. 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 Romhacking loads about 3.9k tokens when it runs, and up to ~15k if it reads all its reference files. Until then it costs about 198 tokens; SKILL.md has 1,542 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~198
When it runs · the whole SKILL.md, loaded when a task matches
~3.9k
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 3161e3f, republished under its GPL-3.0 licence (© drhelius). 1,542 words, ~3,853 tokens.

Download SKILL.mdSave it as .claude/skills/gearcoleco-romhacking/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
gearcoleco-romhacking
description
Hack, modify, and translate ColecoVision and Super Game Module ROMs using the Gearcoleco emulator MCP server. Provides workflows for memory searching, value discovery, cheat creation, data modification, sprite/text finding, translation patching, and rewind-assisted experimentation. Use when the user wants to create cheats, find game values in memory, modify ROM data, translate a ColecoVision game, patch game behavior, create ROM hacks, discover hidden content, change sprites or graphics, find text strings, do infinite lives or health hacks, search for score or item counters, inspect SGM RAM, or reverse engineer data structures in ColecoVision or Super Game Module games. Also use for any ROM hacking, memory poking, or game modification task involving 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 ROM Hacking with Gearcoleco

Overview

Hack, modify, and translate ColecoVision and Super Game Module ROMs using the Gearcoleco emulator as an MCP server. Search memory for game variables, create cheats, find text strings for translation, locate sprite and tile data, inspect VRAM, patch RAM or ROM bytes in the emulator's in-memory copy, and reverse engineer data structures - all through MCP tool calls. Use save states or rewind as checkpoints and fast forward to reach specific game states. 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, BIOS, memory-map, graphics, sound, or SGM 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

Memory search is the primary tool for ROM hacking. It uses a capture -> change -> compare cycle to isolate memory addresses holding game values.

The Search Loop
1. list_memory_areas          -> identify WRAM, SGM RAM, or another area ID
2. memory_search_capture      -> snapshot current memory state
3. (change the value in-game using controller_button, fast forward, etc.)
4. memory_search              -> compare against snapshot to find changed addresses
5. Repeat 2-4 until only a few candidates remain
6. read_memory / write_memory -> verify and modify the found addresses
Search Operators and Types

memory_search supports these operators: <, >, ==, !=, <=, >=

Compare types:

  • previous - compare current value to last captured snapshot (most common)
  • value - compare current value to a specific number
  • address - compare current value to value at another address

Data types: hex, signed, unsigned

Example: Finding the Lives Counter
1. list_memory_areas                                  -> find WRAM area ID
2. memory_search_capture                              -> snapshot with 3 lives
3. Lose a life in-game (play or use controller_button)
4. memory_search (operator: <, compare: previous)     -> values that decreased
5. memory_search_capture                              -> snapshot with 2 lives
6. Lose another life
7. memory_search (operator: <, compare: previous)     -> narrow further
8. Or use: memory_search (operator: ==, compare: value, value: 1)
   -> find addresses holding exactly 1
9. write_memory on the candidate offset to set lives to 99
10. get_screenshot to verify the change took effect
Example: Finding a Score Counter

Score values are often stored as multi-byte (16-bit little-endian on Z80):

1. memory_search_capture                              -> snapshot at score 0
2. Score some points in-game
3. memory_search (operator: >, compare: previous)     -> values that increased
4. memory_search_capture
5. Score more points
6. memory_search (operator: >, compare: previous)     -> narrow down
7. read_memory on candidates - look for values matching current score
8. write_memory to set a custom score

For 16-bit values: the low byte is at address N, high byte at N+1 (Z80 is little-endian). Many ColecoVision games use BCD (Binary Coded Decimal) for score display - each nibble holds a single digit (e.g., score 1234 stored as $12 $34).


Fast Forward for Efficiency

Use fast forward to speed through gameplay when you need to trigger in-game changes:

set_fast_forward_speed (4 = unlimited)
toggle_fast_forward (enabled: true)
(play through the game section)
toggle_fast_forward (enabled: false)

This is essential when you need to reach specific game states without waiting in real time.


Save States as Checkpoints

Save states are critical for ROM hacking - they let you save your position and retry modifications:

select_save_state_slot (1-5) -> pick a slot
save_state                   -> save current state
(try modifications)
load_state                   -> revert if something breaks

Use different slots for different game states (e.g., slot 1 = start, slot 2 = boss fight, slot 3 = specific level).

list_save_state_slots shows all slots with ROM name, timestamp, and screenshot availability.

Rewind as an Alternative

The emulator also records continuous snapshots into a rewind ring buffer. Use get_rewind_status to check availability, then rewind_seek to jump to any recorded point without manual save/load. This is especially useful for quickly reverting after a failed memory write - pause, seek back a few snapshots, and retry.


Finding and Modifying Game Data

Text and String Discovery

To find text strings for translation or modification:

  1. Determine the character encoding - ColecoVision games often use custom character maps stored as VDP tile patterns, not ASCII
  2. read_memory across ROM areas scanning for known byte patterns
  3. Use memory_find with text for literal strings or hex_bytes for encoded byte sequences
  4. Set read breakpoints on suspected text addresses with set_breakpoint (read: true) to confirm they are read by the text rendering routine
  5. get_screenshot to correlate displayed text with memory contents
  6. read_memory (VRAM area from list_memory_areas) to examine the tile patterns used for font rendering
  7. Load references/colecovision.md for the Coleco BIOS title-screen character set and cartridge title format when dealing with BIOS-managed text
Sprite and Graphics Data
  1. list_sprites - view all 32 sprites with positions, sizes, and pattern indices
  2. get_sprite_image - capture individual sprite images as PNG
  3. read_memory (VRAM area from list_memory_areas) - examine pattern generator, color table, name table, and sprite attribute table data
  4. get_vdp_registers - check table base addresses and sprite mode bits
  5. Set read/write breakpoints (area: vram) on sprite or tile data to find the rendering code
  6. get_screenshot before/after modifications to see visual changes
VRAM and Tile Data

The TMS9918A uses VRAM for all graphics:

  • Pattern generator table: bitmap patterns for characters/tiles/sprites
  • Pattern name table: background tile map referencing pattern indices
  • Color table: foreground/background color information depending on display mode
  • Sprite attribute table: Y position, X position, pattern index, and color for each sprite
  • Sprite generator table: sprite pattern data

Use read_memory (VRAM area from list_memory_areas) with base addresses from get_vdp_registers to access these. Use references/tms9918a.md for mode-specific table rules.

Show full SKILL.md (594 more words)Show less
Data Tables and Structures
  1. debug_pause -> get_disassembly around code that loads data
  2. Look for LD instructions with indexed or indirect addressing - these point to data tables
  3. read_memory at the target offsets to dump table contents
  4. add_memory_bookmark to mark discovered data regions
  5. add_symbol to label data table entry points for future reference

Creating Cheats

Infinite Lives / Health
1. Find the address using the search loop (above)
2. Set a write breakpoint: set_breakpoint (write: true) on the logical address
3. debug_continue -> when it hits, get_disassembly to see the decrement code
4. Note the instruction (e.g., DEC (HL) or LD (addr),A)
5. Option A: Periodically write_memory to reset the value (simple poke cheat)
6. Option B: Identify the decrement routine for a NOP patch
Watching Values in Real Time

Use add_memory_watch on discovered offsets. Watches appear in the emulator's GUI memory editor, letting you monitor values as the game runs - useful for verifying cheats work across different game situations.

Write Breakpoint Technique

The most powerful cheat-finding technique:

  1. Find the variable address via memory search
  2. set_breakpoint (write: true) on that logical address
  3. debug_continue - the emulator stops when the game writes to that address
  4. get_z80_status + get_disassembly reveals the exact code modifying the value
  5. get_call_stack shows what triggered the write
  6. You now know exactly where and how the game manages that variable

Translation Workflow

1. Identify the Font System
  1. get_screenshot of a screen with text
  2. read_memory (VRAM area) - find tile patterns used for font characters
  3. Set read/write breakpoints on VRAM tile data addresses to trace back to the rendering code
  4. get_disassembly to find the character mapping table (byte value -> tile index)
  5. add_symbol to label the font table and rendering routine
2. Find String Data
  1. Look for sequential text bytes in ROM using read_memory with large ranges
  2. Use memory_find with text for literal strings or hex_bytes for known byte patterns
  3. Cross-reference with the character table to decode strings
  4. add_memory_bookmark to mark each string location
3. Measure Space Constraints

ROM hacking translations must fit within existing space:

  1. read_memory to determine how much space each string occupies
  2. Check for string terminators (commonly $00, $FF, delimiter bytes, or length-prefixed strings)
  3. If the translation is longer, look for unused ROM space or abbreviate
4. Apply and Test
  1. write_memory to patch translated strings into memory
  2. get_screenshot to verify rendering
  3. save_state before each change so you can load_state if it breaks
  4. Test all screens that display modified text

Memory Map Quick Reference

Use list_memory_areas to get the full list. Key logical areas:

AreaDescriptionTypical Use
rom_ramFull Z80 64K address spaceGeneral game code and variables
vramVideo RAM (16 KB)Pattern tables, nametable, color table, sprite tables
vdp_regVDP registersDisplay configuration
ColecoVision Memory Layout (rom_ram)
AddressContent
$0000-$1FFFBIOS ROM (or optional SGM lower RAM when mapped)
$0066NMI handler vector (VDP VBlank path)
$2000-$5FFFExpansion area / SGM upper RAM when enabled
$6000-$63FFInternal 1 KB work RAM
$6400-$7FFFInternal RAM mirrors, or SGM upper RAM when enabled
$8000-$FFFFCartridge ROM

Internal RAM ($6000-$63FF, mirrored to $7FFF) is the most common location for game variables in non-SGM games. SGM games may use the 24 KB upper RAM window at $2000-$7FFF after enabling it through port $53. Load references/super_game_module.md before modifying SGM memory or port $7F BIOS/RAM mapping.


Bookmarks and Organization

Keep your hacking session organized:

  • add_memory_bookmark - mark discovered data regions, variable locations, string tables
  • add_memory_watch - track values that change during gameplay
  • add_symbol - label addresses in disassembly for readability
  • add_disassembler_bookmark - mark code routines you have identified

Use list_memory_bookmarks, list_memory_watches, list_symbols, list_disassembler_bookmarks to review.


Persisting Changes

Changes made via write_memory to ROM areas are applied to the emulator's in-memory copy only - they are not persisted to the ROM file on disk. To create a permanent patch, use command-line tools (for example, a binary patch script) to apply the discovered modifications to the actual ROM file.

© 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-romhacking 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 3161e3f

Compare with similar skills

Gearcoleco Romhacking 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.

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MCP Installerlintendo/Axhub-Skills130—~778Automated safety check: PassMIT
Dotnet Debuggingnovotnyllc/dotnet-artisan232—~2.1kAutomated safety check: PassMIT

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Questions about Gearcoleco Romhacking

What does Gearcoleco Romhacking do?

Hack, modify, and translate ColecoVision and Super Game Module ROMs using the Gearcoleco emulator MCP server. Gearcoleco Romhacking is an agent skill from drhelius/Gearcoleco. Hack, modify, and translate ColecoVision and Super Game Module ROMs using the Gearcoleco emulator MCP server.

When should I use Gearcoleco Romhacking?

Gearcoleco Romhacking fits situations like: the user wants to create cheats; find game values in memory; modify ROM data; translate a ColecoVision game.

How do I install Gearcoleco Romhacking in Claude Code?

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

How do I install Gearcoleco Romhacking in Codex?

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

Can I use Gearcoleco Romhacking 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-romhacking -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-romhacking, .gemini/skills/gearcoleco-romhacking, .github/skills/gearcoleco-romhacking and .opencode/skills/gearcoleco-romhacking in your project.

What does Gearcoleco Romhacking need to run?

Going by SKILL.md and its folder, Gearcoleco Romhacking 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 Romhacking 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 Romhacking 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 Romhacking use?

Gearcoleco Romhacking 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 Romhacking use?

About 3.9k tokens (SKILL.md is roughly 15k 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 Romhacking?

Skills that share tags, products or a category with Gearcoleco Romhacking: Cortex Mem MCP (sopaco/cortex-mem, 313 stars), Mps Project Management (JetBrains/MPS, 1.7k stars), Healthmd CLI (CodyBontecou/health-md, 230 stars) and MCP Installer (lintendo/Axhub-Skills, 130 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Gearcoleco Romhacking?

drhelius (a GitHub user) maintains it in drhelius/Gearcoleco, which has 142 GitHub stars. The repository holds 2 skills in this directory. The repository was last updated on October 9, 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.