
loenn-mcp
io.github.MagedelinePublished by GitHub account Magedelinev7.2.0Updated Oct 30, 2026
Celeste map editor for AI agents: read, edit, validate, preview and generate .bin maps.
Overview
Lets an AI assistant read, edit, validate, preview and procedurally generate Celeste .bin maps in a local mod project.
- What you can do
- List, read and search maps, rooms, tiles, entities, triggers and decals
- Create, edit, clone, resize and delete rooms, entities, triggers, stylegrounds and decals
- Convert maps to and from typed JSON and merge hand-written authoring JSON
- Analyze maps: statistics, difficulty, connectivity, patterns, diffs and suggestions
- Validate maps, audio events, assets and sprite XML, with batch auto-fix
- Render HTML or ASCII previews and generate rooms or maps from patterns, images or noise
- When to use it
- Useful for Celeste modders who want an assistant to inspect, bulk-edit, validate or generate map content in a mod project, or to check that a room is playable before opening it in Lönn.
- Requirements
- Runs locally as a stdio process; Python 3.9+ or the MCPB bundle with uv. Set LOENN_MCP_WORKSPACE to the mod project root. Optional tools need Node.js, Lönn/Rysy, Summer Engine, uv and Julia, plus Pillow for image import. No authentication declared.
Installation
In SourceWeft
- Open loenn-mcp in the dashboard and add it to a workspace.
- Enable the server for the chats that should use its tools.
Desktop only via STDIO. STDIO servers start a local process, so they need the SourceWeft desktop host.
Other MCP clients
Follow the launch instructions in the repository.
README
loenn-mcp
[PyPI] [License: MIT] [Python 3.9+] [No AI inside]
A Celeste map editor for AI agents — a Model Context Protocol (MCP) server that brings full Celeste .bin map editing to Claude, GitHub Copilot, and other MCP clients, plus a standalone pcgscene CLI for scripting and CI. Read, edit, analyze, generate, and preview maps without opening Lönn.
"For AI agents" describes who talks to this server (any MCP client), not what runs inside it — every tool here is deterministic and procedural. See No AI Inside.
Works with Everest mods and maps from Lönn or Ahorn.
Contents
- Features
- Safety: backups, copies and commits
- Opening maps in Lönn
- Sprite Fusion gray-box rooms
- Summer Engine gray-box rooms
- Shared PCG core (CelPcg)
- seleCte levels
- Tool reference
- Installation & setup
- JSON round-trip & authoring
pcgsceneCLI- Procedural generation
- Image-to-map conversion
- Seeded terrain generation
- Analysis & insights
- No AI inside (v7.0.0)
- Configuration
- Architecture
- Requirements
- License
Features
MCP tools for complete map manipulation (full list in the tool reference), plus the pcgscene command-line tool for scripting and CI. Every write keeps a timestamped backup, maps open in Lönn are protected from MCP writes, and gray-box rooms painted in Sprite Fusion import directly.
Core Tools
Reading & Querying
list_maps— List all.binfilesread_map_overview— Summary of rooms, entities, triggers, stylegroundsread_room— Full room details (tiles, entities, triggers, decals)get_room_tiles— Raw tile grid (FG or BG)read_map_metadata— Quick metadata without full readsearch_entities— Find entities by type, position, roomsearch_triggers— Find triggers by typecompare_rooms— Side-by-side room comparison
Editing
add_entity/remove_entity— Place or delete entitiesupdate_entity/move_entity— Modify entity properties or positionadd_trigger/remove_trigger— Place or delete triggersset_room_tiles— Replace tile gridadd_room/remove_room— Create or delete roomscreate_map— Create new.binfileupdate_room— Modify room properties (music, dark, wind, etc.)clone_room— Duplicate a roombatch_add_entities— Add multiple entities at onceresize_room— Change room dimensions
JSON & Authoring (see JSON round-trip & authoring)
map_to_json/json_to_map— Any.binto typed JSON and back, byte-identical; refuses lossy writescheck_authoring_json— Resolve hand-written content: defaults filled from Lönn plugins, unknown names flaggedmerge_json_into_map— Add entities/triggers/rooms to a map; dry-run diff + highlighted preview, map-wide unique IDs, placement checks, additions onlyrun_author_script— Run a JavaScript authoring script (js/, lucid-dream style) and merge its output
Decals & Effects
list_decals/add_decal/remove_decal— Manage foreground/background decalslist_stylegrounds/add_styleground/update_styleground/remove_styleground— Manage map effects
Definitions & Catalog
list_entity_definitions/get_entity_definition— Browse entity types; look a definition up by the name placed in maps (e.g.MyMod/CloudBoss)find_missing_definitions— Namespaced entities/triggers in a map that no installed Lönn plugin definesaudit_plugin_coverage— C#[CustomEntity]names with no Lönn plugin, and plugins with no C# code (reads the .csproj compile list)list_trigger_definitions/get_trigger_definition— Browse trigger typeslist_effect_definitions/get_effect_definition— Browse effect types
Analysis & Insights
Basic Analysis
analyze_map— Entity counts, type breakdown, world boundsvisualize_map_layout— ASCII mini-mappreview_map_section— Detailed ASCII preview
Advanced Analysis
analyze_entity_usage— Entity stats across entire mapanalyze_difficulty— Room/map difficulty estimationfind_entity_references— Locate all instances of an entity typedetect_map_patterns— Identify design archetypes (linear, hub, etc.)analyze_room_connectivity— Adjacency graph analysis
Suggestions & Improvements
suggest_improvements— Actionable room suggestionscompare_maps— Structural diff between maps
Wiki & Caching
wiki_save/wiki_search/wiki_list/wiki_get— Persist and retrieve analysis results
Project Management
get_mod_info— Project metadata and structurevalidate_map/batch_validate_and_fix— Playability validation with auto-fixgame_status/game_reload_map/game_teleport/game_log— Drive the running game through Everest's debug server: see where you are, reload an edited map, jump to a room, read load errorsgame_play_tas— Play CelesteTAS inputs from a room's spawn and report the room, position, deaths and dashes at the end: proof a room is beatable, or that a shortcut failsvalidate_audio— Every audio event a map references, checked against GUIDs.txt and the game's FMOD banks, with closest-match suggestionsexport_room_json/import_room_json— JSON room exchange
Diffing
summarize_map_diff— Track map evolution with snapshots
Rendering
render_map_html— Interactive HTML map preview with tiles, colour-coded entity markers, zoom/pan, search and a minimap; reads a.binor a typed JSON dump, and can highlight a planned merge (overlay)
Procedural Generation
Pattern-Based Generation
build_pattern_library— Extract patterns from existing mapsgenerate_room_from_pattern— Generate rooms with strategy + seedingest_external_map— Download and extract patterns from GameBanana
Image & Terrain Generation
generate_map_from_image— Convert color-mapped images to playable mapsgenerate_terrain_map— Procedural maps with Perlin noise + Voronoi biomespreview_terrain_biomes— Preview biome layout before generation
Safety: backups, copies and commits
No map is overwritten silently.
- Every write keeps a timestamped backup before the file is replaced, in a backup store outside the mod folder
(so Everest never loads it and the mod's git stays clean):
%LOCALAPPDATA%\loenn-mcp\backups\<mod>\<path>\<name>.<YYYYMMDD-HHMMSS-micro>.bin. Each tool result ends with a line naming the file written and its backup. - New bytes are re-parsed before anything is replaced, then written to a temp file and swapped in atomically.
- Copy first for chapter maps:
map_copy, edit the copy,map_diff, thenmap_commit(dry run first; can take only some rooms; refuses rooms that fail validation, such as rooms without a player spawn). LOENN_MCP_PROTECT(glob list,;-separated, relative to the mod) makes matching maps read-only except throughmap_commit. Recommended for CEL:Maps/CEL/Area/*.bin;Maps/CEL/BSide/*.bin;Maps/CEL/CSide/*.bin;Maps/CEL/DSide/*.bin;Maps/CEL/ZSide/*.bin.- Writes are refused while the map is open in an editor started with
editor_open, or open in your own Lönn, because Lönn's next save would overwrite them. map_backupslists backups,map_restoreputs one back (backing up the current file first).map_diffcompares meaning, not bytes: rooms, geometry, fg/bg tile cells, entities and triggers by id, decals, stylegrounds and metadata. Lönn re-encodes the whole file on save, so a byte diff says nothing useful.
Round trips are tested. To check every map in a folder (.bin to tree to .bin, and .bin to typed JSON to .bin, both byte-identical):
Opening maps in Lönn
editor_open(map, room) starts Lönn on that map and room. editor_wait blocks until you save (and reports the
semantic diff of that save) or close Lönn. editor_close closes it, asking Lönn first; force kills it.
What this relies on, read from Lönn 1.0.10's source and tested on Windows:
The editor side is an adapter (loenn_mcp/editors): LoennAdapter today, and RysyAdapter launches Rysy
(--map) with the same watching, so the tool surface can move to a Rysy-based setup unchanged.
Sprite Fusion gray-box rooms
Paint gray-box rooms in Sprite Fusion and import them as Celeste rooms.
sf_make_tileset()writesceleste_graybox.png, a legend and a README to%LOCALAPPDATA%\loenn-mcp\sprite-fusion.- In Sprite Fusion, import
celeste_graybox.pngwith tile size 16. Make the map 40x23 cells for one screen (one cell = one 8x8 Celeste tile). Paint ground on a layer with Collider on, background walls on a layer namedbg, and player, spikes, spring, refill, strawberry, jump-through or dream block anywhere. - Export as JSON (
map.zip), then callsf_import(export_path, map_path, room, output_path=...), dry run first.
Details:
- Tile ids in an export index the exported spritesheet, so tiles are matched to the tileset by pixels (needs Pillow), falling back to ids.
- Spikes and jump-throughs merge along runs, dream blocks into rectangles. Entities get their Lönn defaults.
- Only entities with a Lönn definition are placed (sprites first). A tile can carry Sprite Fusion attributes
entity,anchorand entity data to place another entity; unknown names are refused. - Tiles on non-collider layers that are not in the tileset are decoration and are ignored, with a count in the report: decorate in Lönn after the gray-box plays well.
- A new room is added (default: to the right of the existing rooms). An existing room changes only with
replace=true, which swaps its fg/bg tiles and entities and keeps triggers, decals and settings. - A custom legend (
legend_path) can map your own tileset's tiles to kinds and foreground tile characters.
Summer Engine gray-box rooms
Summer Engine is a Godot 4.7 fork. Rooms can be painted there as scenes and come back as Celeste rooms, and Celeste rooms (or Sprite Fusion exports) can go into Summer to be refined.
summer_init()creates the project atDocuments\CEL-Graybox: the gray-box tileset as a GodotTileSet(custom datakind, collision on solid tiles),rooms/_template.tscn(layersbg,fg,gameplayand an orange 40x23 screen frame) and the bridge scripts inceleste/.summer_open(scene)starts the Summer editor on a room scene. Summer opens on its AI chat panel, which asks you to sign in; switch to the 2D tab to paint. Save with Ctrl+S before exporting.summer_export_room(scene, map_path, room, ...)turns a scene into a Celeste room, with the same checks, dry run and safe write assf_import.replace=trueupdates an existing room and keeps each solid cell's tileset.summer_import_room(map_path, room)puts an existing Celeste room into the project;summer_from_sprite_fusiondoes the same for a Sprite Fusion export.- Entities that are not gray-box tiles travel as
Marker2Dnodes with metadataentityplus their fields. - One tile is one 8x8 Celeste tile whatever the Godot tile size; foreign tilesets work too (a layer named
fg/solid/terrain, or any tile with collision, counts as solid).
How it runs: Summer.exe --path <project> --summer-editor-script <script.gd> --summer-editor-script-out <dir>
runs a GDScript in a headless editor after the import scan and writes result.json. Each call takes about 4 s.
No sign-in or network is needed for this.
Shared PCG core (CelPcg)
csharp/ holds the procedural generation core that the MCP, the CEL mod and Summer Engine can all use
(design: docs/PCG-CORE-DESIGN.md).
CelPcg.Core(netstandard2.0, no dependencies): PCG32 random numbers and seed derivation, the room model, the reach model (ported from CEL'soverworld_gen/reach.py: jump 3 up / 6 across, dash 4, springs, refills, jump-throughs; no climbing), a validator (structure + every exit reachable from the entry) and the platform-chain generator.CelPcg.Cli(celpcg):celpcg generate --exits left:16:4,right:10:4 --difficulty 4 --seed 42prints a celpcg-room JSON document;celpcg validate --room room.jsonre-checks one.CelPcg.Tests:dotnet test csharp/CelPcg.Tests(determinism, reach limits, and 1,200 generated rooms that must all validate with vanilla-only entities).
pcg_generate_room(map_path, room, exits, difficulty, seed, ...) builds the CLI on first use (needs the .NET 8
SDK or later), generates, and writes through the same checked path as the gray-box importers. A room is only
returned when every exit is proven reachable; failed layouts retry with derived seeds, so the same request always
gives the same room. The seed is stored on the room (celpcg_seed, celpcg_generator, celpcg_difficulty).
Limits of this first version: the entry must be a left or right exit; rooms are one platform-chain style; no templates or MdMC/WFC fill yet (phase 4 of the design).
seleCte levels
seleCte (Louis Robinet, FDG '25) learned the tile patterns of Celeste's
vanilla rooms with a multi-dimensional Markov chain. It draws a level layout, fills each room by sampling from the
model, and a Julia script on the Maple library encodes the rooms as a .bin that starts on a spawn and ends on a
crystal heart.
selecte_generate(name, nb_rooms, proba, width, height, seed, ...) runs the whole chain in one call: the Python
generator (uv run), the Julia encoder, then pcgscene's readiness checklist on the result. The level's
data.json, room_<n>.csv, both logs and the .bin land in <state dir>\selecte\<name>. output_path also
copies the .bin into the mod through the guarded write (backup, protected maps, open editors), unless the checklist
found problems (allow_problems=true copies anyway).
- Setup: clone seleCte, then
uv syncandjulia --project=. -e "using Pkg; Pkg.instantiate()"in it (Julia 1.11 or later; the trained model ships with the clone, Celeste itself is not needed). The MCP looks for the clone atSELECTE_DIR, then aseleCtefolder next to this repository, then~/seleCte. width/height22x14 runs in seconds; 40x23 (one screen) takes minutes per room.proba0 is a corridor, values near 1 a labyrinth.tries_limitresamples a room that fails seleCte's playability check;reset_skeletonredraws the layout instead of keeping an unplayable room.seedandmodelneed the patched clone (upstream seleCte has no--seedand always usespe_d5_full); the tool reports the generator's own error when a clone lacks them.- seleCte's playability check ignores gravity, jumping and dashing, so rooms are not proven beatable: use
game_play_tasorpcg_generate_room's reach model for that. Everest registers a new.binonly after a game restart.
Tool reference
107 tools; 89 are listed by default. Tools marked extra are hidden unless LOENN_MCP_TOOLS=all. Generated by tools/gen_tool_reference.py.
Map Reading Tools
Map Editing Tools
Styleground Tools
Entity / Trigger Catalog Tools
Analysis Tools
Map Preview Tools
Procedural Generation Tools
Image-To-Map And Terrain Generation Tools
Map Reading Extensions
Map Editing Extensions
Decals
Advanced Analysis
Suggestions
Wiki / Cache
Mod Project
Catalog Extensions
Import / Export
Diff & Fix
Room Settings
Map Metadata & Dependency Settings
Ml Asset Analysis
Json Round-Trip And Authoring
Live Game Link
Safety: Copies, Commits, Backups, Diff
Assets
Editors
Sprite Fusion
Summer Engine
Shared Pcg Core
Selecte Levels
Installation & Setup
Install the Python package
The PyPI package loenn-mcp has not been updated since 5.2.0, so pip install loenn-mcp gets an old version.
Install the wheel attached to the latest release instead:
Or from source:
Install the MCPB bundle (no PyPI, no Python setup)
Every release attaches loenn-mcp-<version>.mcpb, a bundle for hosts that support
MCPB, such as Claude Desktop. It uses the uv runtime: the host runs
uv run on the bundle, and uv installs Python and the dependencies by itself, so only
uv has to be on the machine. Download the bundle from the
releases page, open it in the host, and point its
"Celeste mod folder" setting at your mod. python tools/build_mcpb.py builds the same bundle from a checkout
(sources in mcpb/), and server.json lists it for the MCP Registry as io.github.Magedeline/loenn-mcp.
Connect to Claude Desktop
Add to claude_desktop_config.json:
Connect to GitHub Copilot (VS Code)
Add to .vscode/mcp.json:
Preview Maps Locally
The interactive HTML preview supports zoom, pan, room details, search, and minimap with keyboard shortcuts.
JSON round-trip & authoring
Maps can leave the binary format and come back without losing a byte, and new content can be written by hand or in JavaScript and merged into an existing map. Nothing here needs Ruby or Node at runtime; Node is only used if you run JS authoring scripts.
Typed JSON: map_to_json / json_to_map
Every attribute keeps its binary type, so the round trip is byte-identical:
- Types:
bool,u8,i16,i32,f32,lookup(string-table string),string(plain string),rle(run-length tile data, shown decoded). - Values are what the file holds. A room named
lvl_a-00stayslvl_a-00. lookupis the file's string table in file order; edits only append to it. File quirks a canonical writer would not reproduce (a duplicate table entry, an unusual RLE split) are kept as optional extras ([type, value, {"key_index": 12}]).- Refusals.
json_to_mapwrites nothing if a value does not fit its type (["u8", 300]), if an unedited dump would not reproduce its source byte-for-byte (checked withsource.sha256), or if the output would not read back as the same map. Writes are atomic (temp file + replace) and keep a timestamped backup (see Safety). - Hand-written documents may skip
lookup/sourceand give bare values ("x": 8); those get the type Celeste's own packer would pick.
Authoring JSON
A looser format for content you write yourself. Only names and positions are needed:
- Defaults come from the Lönn plugin definitions: your mod's
Loenn/, other installed mods (when the workspace is inCeleste/Mods), then vanilla Lönn.strawberryabove getswinged,moon,checkpointIDandorder."placement": "normal_winged"picks another placement's defaults; any other key (flat or under"data") sets an attribute;"nodes": [[x, y], …]adds nodes. - Unknown names are flagged (typos, a trigger listed as an entity, a helper that
isn't installed).
check_authoring_jsonshows the resolved result without a map. - Existing rooms are only added to. Room attributes and tiles are accepted only
when creating a room (give
x,y,width,height). - Room names match with or without
lvl_.
Merging: merge_json_into_map
- Dry run by default. It prints a per-room diff and renders an HTML preview with every added object ringed (magenta, or red when a check failed).
- IDs are unique across the whole map: new ones start above the highest ID in
any room, and an explicit
"id"that is already used is refused. - Placement checks for each added object: inside the room, not inside solid
tiles, not in an air pocket sealed off from every room edge and spawn. The
existing room validators (
validate_room,validate_map) run before and after, and any issue the merge introduces is reported. A write with problems is refused unlessallow_problems=true; unknown names needallow_unknown=true. - Only additions. The output bytes are re-read and compared with the original; if anything that was already there differs, nothing is written.
Authoring maps from JavaScript
js/ is a small dependency-free Node package whose API follows
lucid-dream (see
THIRD_PARTY_NOTICES.md). It produces authoring JSON; the Python server does all
.bin writing.
Entity.Strawberry(...)camel-cases the property to the placed name (strawberry); namespaced names use the call form,Entity('CEL/GreenBerry', {...}).- Run it through the server (dry run, with preview):
run_author_script("add-berries.js", map_path="Maps/MyMod/1-City.bin"). - Or from a shell:
node js/bin/loenn-author.js add-berries.js --out plan.json, orloenn-json author add-berries.js --map Maps/MyMod/1-City.bin [--write]. - Tests:
node js/test/test.js. Examples:js/examples/.
JSON-driven preview
render_map_html takes a typed JSON dump as well as a .bin, and an overlay
(authoring JSON) that is merged in memory only and highlighted. This is the
viewer idea from maddievision/celestial
built on the existing renderer.
loenn-json CLI
More examples: examples/authoring/.
pcgscene CLI
A batch-first command-line tool for scanning and repairing maps outside an
MCP client — install once, use from scripts, pre-commit hooks, or CI. Every
command that touches a .bin file writes through the same atomic,
backed-up, round-trip-validated path as the MCP server, so a bad run can
never destroy a map.
Every command accepts --json (and --out FILE) for machine-readable
output, so an editor plugin or CI step can consume the report directly.
Procedural Generation
Generation Strategies
Model Profiles
Quick Start Example
Seeded Generation
Use seed=<int> + model_profile="deterministic" for reproducible output:
GameBanana Integration
Download and extract patterns from community mods:
Patterns are saved to PCG/Datasets/ with attribution. Always verify mod licenses permit derivative use.
Image-to-Map Conversion
Convert color-mapped images directly into playable Celeste maps. Each pixel becomes one 8×8 tile.
Default Color Mapping
Usage
Requires Pillow: pip install loenn-mcp[image]
Seeded Terrain Generation
Generate complete maps with Perlin noise and Voronoi biomes. Inspired by AliShazly/map-generator.
Biomes
Quick Example
Parameters
Analysis & Insights
Advanced analysis tools for map design, difficulty, and patterns.
Quick Examples
Wiki Cache
Analysis results persist in .loenn_mcp_wiki/ as JSON files for instant re-use across sessions.
No AI Inside (v7.0.0)
As of v7.0.0 every tool in loenn-mcp is deterministic and procedural —
Markov chains, wave-function collapse, noise, BFS/graph analysis. The server
makes no calls to any AI/LLM API, requires no API key, and ships no AI
models. The former ai_analyze_map / ai_describe_room / ai_suggest_entities
tools and the anthropic dependency were removed.
Disclaimer: this project was developed with the assistance of Claude (Anthropic) as a coding tool, based on the algorithms published in Robinet et al., "Towards a Celeste AI Framework" (FDG '25, DOI 10.1145/3723498.3723796). All output has been human-tested in Lönn and in-game.
Configuration
Architecture
Core Modules
celeste_bin.py — Standalone .bin parser
- Pure Python (no Everest/Lönn required)
- Lossless read/write: an unedited map is written back byte-for-byte (string table order, value types and RLE data are preserved), and edits only append to the string table
- Handles all 7 value types: bool, uint8, int16, int32, float32, lookup string, raw string, RLE-encoded string
- Recursive element tree matching Lönn/Maple format
map_json.py — Typed JSON for .bin maps
- Every value keeps its type; unedited dumps convert back byte-identical (verified on export)
- Refuses writes that would not round-trip; atomic writes through
celeste_bin
lua_defs.py — Lönn plugin definitions without running Lua
- Tokenizes plugin files and evaluates literal tables (placements, field types, node limits)
- Catalog of the mod's own, other installed mods' and vanilla definitions (
data/vanilla_defs.json, generated from Lönn bytools/gen_vanilla_defs.py)
authoring.py — Authoring JSON and merges
- Default filling, unknown-name flags, map-wide ID allocation, placement checks
- Additions-only verification on the re-read output bytes
js/ — loenn-mcp-author, the JavaScript authoring package (Node, no dependencies)
pcg.py — Procedural generation
- Pattern extraction from rooms (size, entity density, tile motifs, gameplay tags)
- JSON pattern library with deduplication
- Strategy-based generation (balanced, exploration, challenge, speedrun)
- Seeded randomness for reproducible output
- Model profiles (deterministic, creative, architect)
image_map.py — Image-to-map conversion
- Color-to-role mapping (configurable palette)
- Automatic room splitting
- Entity placement from pixel colors
- Scale support (downscaling)
- Fuzzy color matching
terrain_gen.py — Seeded terrain generation
- Perlin noise with fractal octaves
- Voronoi biome partitioning
- Fully seeded (same seed = identical output)
- Difficulty scaling (1-5)
- Biome-aware entities
gdep_tools.py — Game analysis
- Wiki caching (
.loenn_mcp_wiki/) - Pattern detection (linear, hub, collectible-rich, etc.)
- Difficulty analysis (1-10 scale)
- Room connectivity graphs
- Map diffing with snapshots
- Batch validation and auto-fix
- Actionable suggestions
server.py — MCP server
- Built with FastMCP
- Path-traversal protection
- Atomic map writes
- Explicit download confirmation
safety.py — write policy: guards, timestamped backup store, per-call write report
mapdiff.py — semantic diff of two maps (rooms, tiles, entities by id, decals, stylegrounds, meta)
editors/ — EditorAdapter with save watching; LoennAdapter (launch, room preselect, isolated storage), RysyAdapter
assets.py — texture index (mod, installed mods, vanilla atlas .meta), Sprites.xml and map asset checks
summer.py — Summer Engine bridge: project setup, headless editor scripts, scene dump to room and back
pcg_core.py — builds and calls the celpcg CLI, turns its rooms into importable conversions
selecte.py — seleCte bridge: finds the clone, runs its generator (uv) and Julia encoder, summarizes the log, validates the .bin
sprite_fusion.py — gray-box tileset, Sprite Fusion export reader, pixel matching, conversion to rooms
cli.py — pcgscene command-line tool
- scan / score / validate / fix / diff, all
--json-capable - Shares
celeste_bin's atomic-write path — no separate write logic to drift
Requirements
- Python 3.9+
fastmcp >= 3.0.0Pillow >= 9.0(optional: image-to-map conversion, and pixel matching for Sprite Fusion imports)- Node.js 14+ (optional, only for JavaScript authoring scripts)
Install with all optional features:
No Celeste installation required.
License
MIT — see LICENSE. Credits for lucid-dream, Lönn and maddievision/celestial: THIRD_PARTY_NOTICES.md.
Source: README.md at commit 1836b48
Tools
0Version history
1- v7.2.0LatestOct 23, 2026
Score
50% of the applicable checks met
How complete this listing is, computed from the registry entry, the endpoint and public sources. Not a rating of the server and not a statement that it is safe or working today: reachability is a dated check, and no installs or reviews go into the score.
- Reached in the last 30 days25 pts
Keep the endpoint answering the MCP handshake; SourceWeft probes it every 30 days.
- Auth declared10 pts
Declare the credential headers in the registry entry, or keep the endpoint answering the probe so its auth can be classified.
- Tools listed15 pts
Answer tools/list without a credential, or ship a package that starts in a sandbox without one.
- DescriptionRequired15 pts
- Logo10 pts
- Documentation15 pts
- License10 pts
