Windows Phone now supports native code (C / C++)

Discussion about other and unofficial ports of ScummVM

Moderator: ScummVM Team

Lybra
Posts: 17
Joined: Sun Nov 10, 2013 7:00 pm

Post by Lybra » Sun Jan 11, 2015 1:46 pm

Hi there!

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:

Image

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.

Lybra
Posts: 17
Joined: Sun Nov 10, 2013 7:00 pm

Post by Lybra » Sun Jan 11, 2015 5:57 pm

Update: I managed to fix ARM :)

Image

Braxanmp
Posts: 1
Joined: Tue Feb 03, 2015 6:35 pm

Post by Braxanmp » Wed Feb 04, 2015 2:28 pm

Hi, i'm very interested about this port. How is it now? Some news? I don't know very much about programation, but if i can help tell me how

pinoelefante
Posts: 3
Joined: Sat Feb 07, 2015 1:24 pm

Post by pinoelefante » Fri Feb 13, 2015 3:28 pm

i'm very interested on this port.
how is going?

Luilly
Posts: 19
Joined: Thu May 16, 2013 2:13 pm

Post by Luilly » Thu Jun 04, 2015 7:28 am

Any updates?

Thnk you!!

Lybra
Posts: 17
Joined: Sun Nov 10, 2013 7:00 pm

Post by Lybra » Sat Sep 26, 2015 11:37 am

Hi!

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 will keep you updated.

Image

Lybra
Posts: 17
Joined: Sun Nov 10, 2013 7:00 pm

Post by Lybra » Sun Oct 04, 2015 7:12 pm

Quick update:

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...

Luilly
Posts: 19
Joined: Thu May 16, 2013 2:13 pm

Post by Luilly » Thu Oct 15, 2015 6:22 pm

Hello Scemino.

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);

I don't know if it can helps you.

Regards.

Lybra
Posts: 17
Joined: Sun Nov 10, 2013 7:00 pm

Post by Lybra » Sat Oct 17, 2015 8:55 am

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:

Code: Select all

0xC0000005: Access violation reading location 0x00000000-
The stream class was working fine so far with game files, so I am not sure what is going wrong. Any ideas?


Edit: Link to implementation code

cpp: http://pastebin.com/md3uPMmN
heade: http://pastebin.com/MFD5zb0p
Last edited by Lybra on Sat Oct 17, 2015 10:16 am, edited 1 time in total.

Luilly
Posts: 19
Joined: Thu May 16, 2013 2:13 pm

Post by Luilly » Sat Oct 17, 2015 9:39 am

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:

Code: Select all

0xC0000005: Access violation reading location 0x00000000-
The stream class was working fine so far with game files, so I am not sure what is going wrong. Any ideas?


Edit: Link to implementation code

cpp: http://pastebin.com/md3uPMmN
heade: http://pastebin.com/MFD5zb0p
Hello.

Have you tried libFLAC++?
It is an open source library to decode FLAC and ogg FLAC.
https://xiph.org/flac/api/

Regards.

Lybra
Posts: 17
Joined: Sun Nov 10, 2013 7:00 pm

Post by Lybra » Sat Oct 17, 2015 10:20 am

Luilly wrote: Hello.

Have you tried libFLAC++?
It is an open source library to decode FLAC and ogg FLAC.
https://xiph.org/flac/api/

Regards.
Hi Luilly,

yes I am actually using it and it's working fine now, thanks :)

Luilly
Posts: 19
Joined: Thu May 16, 2013 2:13 pm

Post by Luilly » Sat Oct 17, 2015 1:08 pm

Lybra wrote:
Luilly wrote: Hello.

Have you tried libFLAC++?
It is an open source library to decode FLAC and ogg FLAC.
https://xiph.org/flac/api/

Regards.
Hi Luilly,

yes I am actually using it and it's working fine now, thanks :)
Hello.

So, have you solved all the problems with ogg flac?
Do you have plans for a release date?

Regards.

Lybra
Posts: 17
Joined: Sun Nov 10, 2013 7:00 pm

Post by Lybra » Sat Oct 17, 2015 7:26 pm

Luilly wrote: Hello.

So, have you solved all the problems with ogg flac?
Do you have plans for a release date?

Regards.
OGG/FLAC seems to be working fine now. I'll try to get a release in 2015, but there is still work ahead.

Luilly
Posts: 19
Joined: Thu May 16, 2013 2:13 pm

Post by Luilly » Sun Oct 18, 2015 7:49 am

Lybra wrote:
Luilly wrote: Hello.

So, have you solved all the problems with ogg flac?
Do you have plans for a release date?

Regards.
OGG/FLAC seems to be working fine now. I'll try to get a release in 2015, but there is still work ahead.
Good news!
Congratulations for your effort.

User avatar
uruk
ScummVM Developer
Posts: 1
Joined: Fri Nov 20, 2015 9:23 am

Post by uruk » Fri Nov 20, 2015 9:50 am

Lybra wrote:Update: I managed to fix ARM :)
Woah, nice topic! And even nicer work! :D
I hope you are willing to take some help. (Check your PM-s! ;))

Post Reply