gba-build

A development workflow for Game Boy Advance games that can create a project, organize development into modules, compile the game, test it, and convert graphics or audio files.

In plain words
What is it for?
Use it to start or extend a GBA game, compile and inspect its ROM, run module tests, generate documentation, and prepare game assets.
Why use it?
It brings project setup, research, building, testing, documentation, and asset conversion into one repeatable process for GBA development.

Command

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add commands/intellegix/intellegix-code-agent-toolkit/gba-build
Clone the repo
git clone --depth 1 https://github.com/intellegix/intellegix-code-agent-toolkit
Per session 0 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,777 The whole file, excluding the scripts and references it only reads on demand.
Security scan B 1 finding. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00000 $0.02777
Opus 5 $0.00000 $0.01388
Sonnet 5 $0.00000 $0.00555
Haiku 4.5 $0.00000 $0.00278

Measured 2d ago against content hash fca4224c35ba, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade B, and why

gba-build scanned grade B with 1 finding against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Reads agent configuration directoriesmediumAgent snooping

.claude/, .codex/, .gemini/ hold keys, settings and other credentials a mod has no legitimate need for.

- MCP server registered globally (see `~/.claude/settings.json`)
commands/gba-build.md · 295 lines

How it starts

The opening of the file, as written. The whole thing — 295 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/gba-build — Universal GBA Game Builder

Usage

/gba-build [subcommand] [args]

Subcommands

new <name> — Scaffold a new GBA project

Creates a complete project skeleton ready to compile. After scaffolding, runs /research-perplexity to plan the module breakdown for the game.

develop <description> — Research-driven modular game build

The main game development workflow. Takes a game description and builds the entire game modularly with research gates and E2E testing at every step.

build — Compile the current project

Runs make/cmake, captures errors, loads ROM into mGBA, and takes a screenshot.

test — Run the game's test suite

Executes ALL module tests in sequence via MCP tools. Reports per-module pass/fail.

docs — Generate gameplay documentation

Auto-generates GAMEPLAY.md, TECHNICAL.md, and MCP-TOOLS.md from code.

asset <file> — Convert a graphics/audio file

Runs grit or mmutil with appropriate flags.


Instructions

Step 1: Load the GBA Builder Skill

Read the gba-builder skill for complete GBA development reference. This gives you:

  • Hardware register map (hardware-ref.md)
  • Game architecture patterns (architecture-patterns.md)
  • Asset pipeline reference (asset-pipeline.md)
  • Testing framework (testing-framework.md)
  • Documentation generator (docs-generator.md)

Step 2: Detect Context

Determine what's being requested from the subcommand:


If develop <description>:

This is the primary game-building workflow. It enforces research-driven decisions, modular construction, and E2E testing gates.

Phase A: Research

Run /research-perplexity with the game description to get:

  • Recommended architecture (which patterns from architecture-patterns.md apply)
  • Module breakdown (what to build and in what order)
  • Asset requirements (sprites, tilesets, audio needed)
  • GBA-specific constraints and gotchas for this genre
  • Estimated VRAM/RAM budget

Include the game description and relevant context from architecture-patterns.md and hardware-ref.md in the research query.

Read the full file on GitHub · 295 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2d ago First seen · 295 lines · 0 tokens per session scan B fca4224c35ba

Subscribe to this mod's changes

gba-build is a command published in the GitHub repository intellegix/intellegix-code-agent-toolkit (57 stars, last pushed 8d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,777 tokens. A static security scan graded it B with 1 finding (reads agent configuration directories). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.