Based on the work by skristiansson, I managed to create a Win8/RT app project. The project files are messy and it was a pain in the ass to get this far:
Targeting ARM doesn't work because of a LNK1112 error in str.obj (not sure why it's still targeting x86 there). File system access is not working on any platform. So there is still a lot of work to do.
I am working on porting the initial wp8.1 port by skristiansson to the Universal Windows Platform (UWP). There are a lot of open issues, so don't expect a release in the near future.
I am glad to report, that one of the biggest issues with the UWP port has been (pretty much) resolved:
You can now add games via a FolderPicker, which adds the game's location to a whitelist. This way you gain full file access to the chosen path. I managed to launch Indy3/4 from my "Downloads" folder on my Lumia920.
One downside so far is that I had to implement my own ReadStream class to consume the Storage API, since WinRT only allows the usage of fopen etc. only inside it's sandbox. I will have to check the performance on bigger games though...
I have compiled your code and I have found that Full Throttle (DOS spanish) freezes.
I remove the line 57 from NullMixer.cs it works:
//_audioSampleProvider.Read(_samples, _samples.Length);
UPDATE: It's working now thanks to the help of wjp!
____________
I am currently trying to add support for FLAC/OGG, which gives me a lot of trouble.
I'm pretty sure there is something wrong with my ReadStream implementation. You can actually hear the first second of a dialogue line or any SFX before I get this:
Lybra wrote:I am currently trying to add support for FLAC/OGG, which gives me a lot of trouble.
I'm pretty sure there is something wrong with my ReadStream implementation. You can actually hear the first second of a dialogue line or any SFX before I get this: