gba-build-develop

An automated development pipeline for building Game Boy Advance games from a natural-language description. It combines research, parallel implementation, AI playtesting, iterative fixes, and release preparation.

In plain words
What is it for?
Use it to turn a game idea into a GBA project, plan its modules, build features in parallel, test gameplay with saved states and checks, and iterate on problems.
Why use it?
It organizes many development tasks into one repeatable process and uses test results to guide later fixes.

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-develop
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 9,427 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 $0.09427
Opus 5 $0.00000 $0.04713
Sonnet 5 $0.00000 $0.01885
Haiku 4.5 $0.00000 $0.00943

Measured 2d ago against content hash ff89c984d813, 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-develop 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 in `~/.claude/settings.json`
commands/gba-build-develop.md · 837 lines

How it starts

The opening of the file, as written. The whole thing — 837 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/gba-build-develop — Self-Driving GBA Game Development Pipeline

Composes /gba-build develop, /gba-ai-full, /research-perplexity, /creative-research, and /orchestrator-multi into a single autonomous mega-pipeline that researches, plans, parallelizes implementation, AI-playtests, iterates on failures, discovers creative features, and ships production-ready GBA games.

Usage

/gba-build-develop "<game description>"

Arguments: $ARGUMENTS = A natural-language description of the GBA game to build (e.g., "dungeon crawler with 3 floors, enemies, and a boss fight").


7-Stage Pipeline

STAGE 0: INIT ─── Load skill, compile context, detect project state
    │
STAGE 1: RESEARCH ─── /research-perplexity → architecture + module plan
    │
STAGE 2: ORCHESTRATE ─── /orchestrator-multi patterns → parallel agent build
    │
STAGE 3: AI PLAYTEST ─── Generalized /gba-ai-full → save state + assert
    │
STAGE 4: RESEARCH ITERATION ─── Feed test results → fixes/improvements
    │                               ╰─► Loop to STAGE 2 if fixes needed
STAGE 5: CREATIVE DISCOVERY ─── /creative-research adapted for GBA
    │                               ╰─► Quick Wins loop to STAGE 2
STAGE 6: SHIP ─── Full playthrough, profiling, production audit, docs

Prerequisites

  • devkitPro installed (pacman -S gba-dev)
  • Butano (default engine) or libtoncBUTANO_PATH set if using Butano
  • mGBA running with Lua MCP server on port 61337
  • git initialized in project directory
  • loop_driver.py at "C:\Users\AustinKidwell\ASR Dropbox\Austin Kidwell\04_ResearchAnalysis\automated claude\automated-loop\loop_driver.py"
  • MCP server registered in ~/.claude/settings.json

Frame Timing Constants (Research-Derived)

These constants are hardware-derived from GBA specs (280,896 cycles/frame at 16.78 MHz) and validated against mGBA Lua API behavior. Use these exact values — never guess.

Constant Frames Use Case
FRAMES_BOOT_BIOS 270 After gba_flash_rom() with BIOS intro enabled
FRAMES_BOOT_SKIP 10 After gba_flash_rom() with BIOS skipped
FRAMES_BOOT_BUTANO 15 After gba_flash_rom() for Butano engine (heavier C++ init)
FRAMES_TITLE_TO_GAME 60 After pressing START — covers 32f fade-out + 5f load + 20f fade-in + 3f settle
FRAMES_INPUT_SETTLE 3 After press_button() before reading memory (key_poll + logic + 1 frame margin)
FRAMES_INPUT_VISUAL 4 After press_button() before screenshot (input + OAM DMA copy)
FRAMES_SCENE_TRANSITION 75 After triggering scene change (32f fade + 10f VRAM load + 32f fade + 1f settle)
FRAMES_FAST_TRANSITION 40 Scene change with same tileset / no fade
FRAMES_COMBAT_INIT 90 From encounter trigger to stable battle screen (RPG)
FRAMES_COMBAT_INIT_ACTION 45 From encounter trigger to stable combat (action game, simpler transition)
FRAMES_SAVE_COMPLETE 3 After triggering SRAM save (1f write + 2f state machine margin)
FRAMES_SOFTLOCK_TIMEOUT 900 15 seconds of zero state change = confirmed softlock
FRAMES_SCREENSHOT_NORMAL 60 Screenshot interval during normal gameplay (1/sec)
FRAMES_SCREENSHOT_TRANSITION 5 Screenshot interval during transitions (high granularity)
FRAMES_SCREENSHOT_GAMEPLAY 30 Screenshot interval during active testing (~2/sec)
FRAMES_STATE_CHECK_FINE 5 Memory read interval for position/HP (catches movement)
FRAMES_STATE_CHECK_MODE 1 Game mode byte check interval (every frame during transitions)
FRAMES_STATE_CHECK_COARSE 30 Memory sentinel / corruption check interval
FRAMES_CHECKPOINT_INTERVAL 300 Save state safety checkpoint (~5 seconds)

Read the full file on GitHub · 837 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 · 837 lines · 0 tokens per session scan B ff89c984d813

Subscribe to this mod's changes

gba-build-develop 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 9,427 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.