Files
warp-engine-batocera-store/README.md
T
mr.zeroandClaude Opus 5 b6d71aea1c Choose the asset that matches the machine
Batocera runs on x86_64 mini-PCs, on the Raspberry Pi and on the ARM
handhelds alike. A cartridge is data for an emulator and runs anywhere,
which is why this store has been portable so far — but a native build
only starts on the architecture it was built for, and an x86_64 binary
installed on a Pi is worse than one never offered.

`kind` and `ext` may now be a map from architecture to value, with `*`
as a fallback; a plain string still means "the same everywhere", so
existing configs are untouched. The detected architecture is reported at
the top of `list` and as `detected_arch` in `config`, and a title with no
asset for the running machine is skipped with a reason that names it.

Verified on aarch64 against the live catalog: the cartridge config
behaves exactly as before, a bevy entry mapped per architecture pulls
bevydemo-1.0.0-linux-arm64.zip, and the binary inside is an AArch64 ELF.
A map without an entry for the machine skips and says so.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-17 07:55:17 +02:00

9.1 KiB

warp-engine-batocera-store — a Batocera store engine for WarpEngine sites

Pulls games from a WarpEngine catalog straight into a Batocera box's ROM folders, with EmulationStation metadata and box art. Triggered from the Ports menu on the device, or from the CLI over SSH.

This repository is the engine only. It knows the WarpEngine API but nothing about any particular site: the host, the store's name and where its games land all come from a config.json that lives in a separate store repository.

warp-engine-batocera-store          the engine — store.py, install.sh
        ▲
        │ config.json
        │
  ┌─────┴─────┬───────────────┐
  │           │               │
ttg-…       my-…            other-…       store repositories
  │           │               │
  ▼           ▼               ▼
teletypegames.org   my.example   other.example

The reference store is ttg-batocera-store.

Ports ▸ "<store name>"
        │
        ├─ GET /api/software                        the whole catalog
        ├─ keep platforms this box can run          c64 → c64, tic80 → tic80
        ├─ pick the newest non-dev release          that carries the right asset
        ├─ GET /api/download?path=<asset>           .prg / .tic into the ROM folder
        ├─ GET <software.imageUrl>                  box art
        └─ merge gamelist.xml                       title, desc, author, image

Python 3 standard library only — Batocera ships python3 and no pip.

Installing a store

The installer takes the store as a parameter, so it works with any config:

STORE_CONFIG=https://git.example.org/tools/my-store/raw/branch/master/config.json \
  bash <(curl -fsSL https://git.teletypegames.org/tools/warp-engine-batocera-store/raw/branch/master/install.sh)

From a checkout, with a local config:

scp -r warp-engine-batocera-store root@batocera:/tmp/
ssh root@batocera 'STORE_CONFIG=/tmp/my-config.json /tmp/warp-engine-batocera-store/install.sh'

It reads store.id from the config, installs the engine and the config into /userdata/system/batocera-store/<id>/, writes a <id>-store launcher and a Ports entry, and runs the first sync. Restart EmulationStation (batocera-es-swissknife --restart) to see the games.

Installer knobs, all environment variables: STORE_CONFIG (required), BATOCERA_STORE_ROOT, BATOCERA_PORTS_DIR, BATOCERA_PORT_NAME, ENGINE_RAW_BASE.

Writing a store repository

Three files:

my-batocera-store/
├── config.json     the store: URL, name, subfolder, platform mapping
├── install.sh      a wrapper that hands that config to the engine installer
└── README.md

install.sh is small enough to quote in full:

#!/bin/bash
set -euo pipefail
ENGINE_RAW_BASE="${ENGINE_RAW_BASE:-https://git.teletypegames.org/tools/warp-engine-batocera-store/raw/branch/master}"
export STORE_CONFIG="${STORE_CONFIG:-https://git.example.org/tools/my-batocera-store/raw/branch/master/config.json}"
export BATOCERA_PORT_NAME="My Store"
curl -fsSL "$ENGINE_RAW_BASE/install.sh" | bash

Pick a store.id and a paths.subfolder nobody else uses — they are what keeps two stores on the same box from deleting each other's games.

Use

On the device. Ports ▸ "<store name>". The script downloads anything new, then restarts EmulationStation so the games show up. Ports scripts get no console in Batocera, so the output goes to store.log in the store home.

Over SSH, through the launcher the installer wrote:

S=/userdata/system/batocera-store/example-store

$S list                 # compatible catalog entries; * installed, ^ update available
$S sync                 # download everything new, refresh gamelists
$S sync blessingofra    # just one title (never prunes)
$S -n sync              # dry run
$S remove c64:demo      # uninstall (bare name works too)
$S config               # effective configuration

Global flags go before the subcommand: $S --roms-root /tmp/roms sync.

Where things land

/userdata/system/batocera-store/
├── example-store                       launcher for the store below
└── example/
    ├── store.py, config.json           the engine and the store that selected it
    └── state.json, catalog.json, store.log

/userdata/roms/c64/example/             blessingofra-2.0.0.prg, rabbit-1.0.0.prg, …
/userdata/roms/c64/example/images/      blessingofra.png, …
/userdata/roms/c64/gamelist.xml         our entries merged in
/userdata/roms/ports/Example Store.sh

Everything a store installs lives under its own paths.subfolder, so a prune can never reach ROMs you put there yourself — or another store's games. The first time a gamelist.xml is touched it is copied to gamelist.xml.<store id>-backup; on every merge only <game>/<folder> nodes under that store's subfolder are rewritten, so your own entries keep their play counts, favourites and scraped media, and two stores can share one gamelist.

Configuration

config.json in the store home, template in config.example.json:

Key Default Meaning
store.id warp slug: names the store home, log prefix and gamelist backup
store.name WarpEngine Store display name for the Ports entry
store.base_url WarpEngine host
store.api.catalog /api/software catalog endpoint, if the engine is mounted elsewhere
store.api.download /api/download download endpoint
paths.roms_root /userdata/roms where systems live
paths.subfolder warp this store's subfolder inside each system
emulationstation.folder_name WarpEngine Store display name of that folder in ES
emulationstation.restart true restart EmulationStation after a change
catalog.statuses ["released", "archived"] catalog status values to install
catalog.owner_id null restrict to one publisher (/api/software?owner_id=)
catalog.only / catalog.exclude [] software-name allow / deny lists
platforms c64, tic80 platform → system, asset kind, extension, enabled; the kind may be per-architecture
behavior.prune true remove games that left the catalog or the filters
behavior.timeout 30 HTTP timeout, seconds
behavior.insecure false skip TLS verification (self-hosted test instances)

Platform mapping

A catalog platform is installable when its release asset is a file the Batocera system can boot directly:

Catalog platform Asset kind Batocera system Extension
c64 cartridge c64 (VICE) .prg
tic80 cartridge tic80 .tic

The other WarpEngine platforms (ebitengine, love, godot, bevy, phaser) ship html and per-OS zip archives, not a ROM a Batocera system launches, so they are not mapped by default. Adding one is a config edit:

"platforms": { "godot": { "system": "godot", "kind": "linux_x64", "ext": ".zip", "enabled": true } }

Per-architecture assets

Batocera runs on x86_64 mini-PCs, on the Raspberry Pi and on the ARM handhelds alike, and a native binary only starts on the architecture it was built for — an x86_64 build installs on a Pi and then does nothing. A cartridge is data for an emulator, so it is architecture-independent; a native build is not.

Where the right asset depends on the machine, kind (and ext, if it differs) can be a map instead of a string. * is the fallback:

"platforms": {
  "bevy": {
    "system": "bevy",
    "kind": { "x86_64": "linux_x64", "aarch64": "linux_arm64" },
    "ext": ".zip",
    "enabled": true
  }
}

The engine reports the architecture it detected — x86_64, aarch64, armhf, x86 — at the top of list, and config prints it as detected_arch. With no entry for the running machine and no *, the title is skipped and says so: skipped bevydemo: bevy has no asset kind for aarch64.

A platform is also skipped when the box has no ROM folder for its system — list reports that as skipped <name>: no '<system>' ROM folder.

How a sync stays safe next to EmulationStation

EmulationStation keeps gamelists in memory and writes them back when it exits, so a merge done while it runs can be clobbered. Launched from the Ports menu (sync-from-es), the engine therefore downloads first, then hands the gamelist merge to a detached apply-gamelists --wait-pid <es-pid> child that waits for the old ES process to die before writing. From SSH, with no ES running, the merge happens inline.

Re-running a sync is idempotent: files already present are left alone, and a release bump (1.12.0.0) deletes the old asset before fetching the new one. GET /api/download is used rather than /file/, so downloads count towards the catalog's statistics.

State

state.json records what this store installed, keyed <system>:<name> so the same software name on two systems stays two entries. A version: 1 state file written by the pre-split ttg-store is migrated to that key format on first run.