Manually creating installable archives

The Archive Manager now supports shortcut top level folders that maps to the correct extraction locations for you. That means you can create clean, human readable archives like:

bios/
overlays/
shaders/

and they’ll be extracted to the right places without requiring the full /mnt/... paths.

For the current list of supported top level folders, check the scripts at https://github.com/MustardOS/internal/tree/main/script/archive

Examples

Top Level Folder Extracts To…
application The bind mounted path to user installable applications
archive The ARCHIVE folder on SD1
assign Internal pointer for content association
bios The bind mounted path to the BIOS folder
catalogue The bind mounted path for the artwork and metadata catalogue
cheats Internal RetroArch cheats
collection Content collection pointers
config Internal RetroArch configurations
emulator Internal emulator system
history Content history pointers
info The bind mounted info path stored in MUOS directory
init User defined startup initialisation scripts
language The internal language system
music Custom background music
name Friendly names - Typically used for arcade content
network User defined saved network profiles
overlays The internal RetroArch overlays folder
override Specifically created scripts to override content launching parameters
package Catalogue and RetroArch configuration packages
save Save files and states for RetroArch and external emulators
screenshot Bind mounted path to screenshots folder
script Internal system scripts
shaders The internal RetroArch shaders folder
syncthing Syncthing configuration
task Internal shared task toolkit scripts
theme Installable themes for selecting through the Theme Picker module
track Playtime activity tracker which stores the JSON data

This list will be updated if new handles are developed…

Where do these shortcuts come from?

They are implemented by small handler scripts in. The presence of a handler means that the top level is supported. If you are unsure, open that script in the repo and check what is happening.

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