← Beeb-dev

REFERENCEALPHA · USE AT YOUR OWN RISK

Reference

Everything declarative lives in beeb-dev.ini; everything agentic lives behind the MCP server and the installed skills.

beeb-dev.ini

SectionKeyMeaning
[beeb-dev]src_dirAssemble every *.6502 here when no build script is declared.
[beeb-dev]build_dirOutput directory for discs and ROMs.
[env:name]platformb-em.
[env:name]modelModel B, Master 128 or Master Turbo.
[env:name]tubeno | internal | external | turbo | a number.
[env:name]discDisc image to insert at launch.
[env:name]build_scriptOptional; delegates the whole build.
[env:name]run_scriptOptional; delegates the run (takes arguments, e.g. tools/run.sh master).
[env:name]rom_NSideways ROM image for slot N (e.g. rom_4 = ../egfx/build/EGFX.rom).
[env:name]pasteKeyboard paste at launch; \r presses Return.
[env:name]speedB-em speed, e.g. 9 for -sp9 (500%).
[assets]dirAsset root holding audio/ and text/.
[assets]audio_rom16 KB eAudio sideways ROM image.
[assets]audio_bankOptional ROM bank; auto-assigned to a free bank otherwise.
[assets]rom_NSprite companion ROM (e.g. rom_5 = build/EGASSETS.rom).

Built and runtime state lives per environment under .beeb-dev/runtime/<env>/. Companion and eAudio ROMs mount automatically into the generated B-em config, avoiding reserved banks 3, 4, 6, 14 and 15 and any collisions.

Language support

LanguageFilesSupport
BeebAsm 6502.6502Syntax highlighting; folding for MACRO/IF blocks.
BBC BASIC.bbc, .basHighlighting, DEF PROC/FN and loop folding, formatter (keyword casing + structural indent), star commands, hex.
Acorn Fortran.for, .ftnFixed-form ISO Fortran: column-1 comments, labels, column-6 continuations, compilation-unit folding.
Acorn Pascal.pasISO subset: { } / (* *) comments, {$I} directives, $ hex, BEGIN/END folding.
Acornsoft Lisp.lsp, .lispS-expressions with Acornsoft builtins; top-level folding by paren balance.
Memory mapbuild/*-labels.txtAddress/label/region view parsed from beebasm -labels output.

MCP tools

Run node <extension>/out/mcp/server.js <project-root> - bundled, zero-dependency, stdio. MCP is an open protocol; the same command works in every host. Beeb-dev: Copy MCP Server Config for AI Hosts clipboards the generic mcpServers JSON, which most hosts accept directly:

{ "mcpServers": { "beeb-dev": { "command": "node", "args": ["/path/to/out/mcp/server.js", "/path/to/project"] } } }
HostWhere it goes
Claude Desktopclaude_desktop_config.json, mcpServers key
Claude Code.mcp.json in the project, or claude mcp add beeb-dev -- node …/server.js .
Cursor / Windsurf.cursor/mcp.json / ~/.codeium/windsurf/mcp_config.json, same JSON
VS Code.vscode/mcp.json, "servers" key
Codex CLI~/.codex/config.toml: [mcp_servers.beeb-dev] with command/args
Gemini CLI.gemini/settings.json, mcpServers key
Zedcontext_servers in settings.json
Kilo, OpenCode and other AGENTS.md readersthe host-native MCP store (kilo.json and friends) with the same JSON shape
ToolPurpose
beeb_project_infoEnvironments, model, disc and ROM layout of the project.
beeb_buildRun the declared build for an environment.
beeb_runLaunch B-em for an environment.
beeb_memory_mapRead the assembled label/memory map.
beeb_list_spritesEnumerate discovered sprite packs and frames.
beeb_list_assetsEnumerate audio, text and ROM-bank assets.
beeb_read_screenRead a .bscreen layout.
beeb_export_screenExport a screen as EGFX or VDU code.
beeb_compile_basicCompile supplied BASIC text with the experimental native subset; returns assembly, diagnostics and an optimisation report. Writes no files and runs nothing.

AI skills

Beeb-dev: Install AI Skills Into Workspace writes the six skills - beeb-build, beeb-run-debug, beeb-deploy, beeb-memory, beeb-screen-assets, beeb-cohort-testing - plus the beeb-project startup skill and BBC startup handbook, wherever your agents read them: an AGENTS.md template (created if the workspace has none; read by Codex, OpenCode, Cursor, Zed and most other coding agents), .claude/skills/ for Claude Code and .kilo/skills/ for Kilo. Gemini CLI users can point GEMINI.md at the same AGENTS.md. The skills describe how to build, run, debug, budget memory and edit screens/sprites in this project, so any agent gets the workflow, not just the tools.

Formats