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retroarch_show_message

Show a temporary one-line message on the RetroArch display, ideal for debug output or progress updates during automation.

Instructions

PURPOSE: Display a single-line notification message overlaid on the RetroArch window (OSD). USAGE: For in-emulator debug output, progress markers during long scripts, or text to a human watching the RetroArch window. Purely cosmetic — no effect on game state. The ONLY way to push agent-generated text onto the RetroArch display; there is no read-the-screen counterpart. BEHAVIOR: Renders the message in RetroArch's notification area for ~3 seconds (RetroArch's default notification timeout, configurable via the input_overlay_show_inputs_port setting family). Messages are NOT queued — rapid calls replace the previous message before users can read it. FIRE-AND-FORGET: the NCI does NOT acknowledge this command — the call returns as soon as the UDP datagram is sent, with no confirmation that RetroArch received or applied it. To verify the effect, follow up with an observable tool (retroarch_get_status for run state, retroarch_read_memory / retroarch_read_ram for memory mutations, retroarch_screenshot for visual state). UDP packets to a not-listening RetroArch are silently dropped. Transport: RetroArch's Network Control Interface (NCI) over UDP (default 127.0.0.1:55355, requires network_cmd_enable = true in retroarch.cfg). RETURNS: 'Showed: MESSAGE' echoing what was sent (UDP-send confirmation only — does NOT verify the overlay rendered).

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
messageYesUTF-8 message text. Spaces and most punctuation are preserved verbatim. NEWLINES (\n / \r) TRUNCATE the message — the NCI protocol is line-terminated, so anything after the first newline is silently dropped on the wire. Keep messages to ONE LINE; recommended ≤80 chars to fit RetroArch's notification overlay without horizontal clipping (the exact width depends on the user's video resolution and font size). Consecutive calls REPLACE rather than queue, so use one message per logical event rather than emitting a stream of status updates. Special characters: percent-signs are safe (RetroArch does NOT printf-interpret the string), quotes are safe (no shell interpolation), but ASCII control bytes other than space are likely rendered as boxes or stripped.
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations are provided, so the description bears the full burden. It thoroughly discloses behavior: ~3-second display duration, non-queuing of messages, fire-and-forget NCI with no acknowledgment, silent UDP drop when RetroArch is not listening, and the fact that the return value only confirms UDP send, not rendering. It also notes the requirement for 'network_cmd_enable = true'.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is well-structured with labeled sections (PURPOSE, USAGE, BEHAVIOR, TRANSPORT, RETURNS) and every sentence contributes useful information. It is somewhat lengthy due to the many behavioral caveats, but the length is justified given the tool's complexity.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Without an output schema, the description explains the return value ('Showed: MESSAGE' as UDP-send confirmation only) and the overall semantics. It covers transport, configuration prerequisites, failure modes, and verification strategies, making it complete for an agent to correctly invoke and interpret the tool.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The input schema covers the 'message' parameter with 100% coverage, including detailed notes on newlines, length, and special characters. The tool description adds little beyond the schema regarding the parameter itself, but the schema already provides the necessary semantics, so a baseline of 3 is appropriate.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description states a specific verb ('Display') and resource ('single-line notification message overlaid on the RetroArch window (OSD)'). It also distinguishes the tool from siblings by noting it is 'The ONLY way to push agent-generated text onto the RetroArch display; there is no read-the-screen counterpart.'

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicitly describes when to use the tool: 'For in-emulator debug output, progress markers during long scripts, or text to a human watching the RetroArch window.' It also clarifies it is cosmetic and provides guidance on verification ('To verify the effect, follow up with an observable tool...'), effectively explaining when alternative tools should be used.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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