Repository files navigation

WPR

WPR is a WP7-8 XNA app runner.

Features

  • Installing WP7-8 decrypted XNA XAPs locally on your machine.
  • Earning achievements locally for Xbox Live games, with a pop-up appear everytime achievement is unlocked.

Dependencies

  • Beside submodules included in this repostiory, this application depends on these native DLLs (please check the forks of those repository on this same account):
    • FNA3D
    • FAudio
    • libtheorafile

Desktop

  • Build these libraries and place them under the same folder as the executable
  • Place FFMPEG executable (you can download from their website or make a custom version with WMA->OGG conversion supported)

Android

  • Clone WPRNativeBuild
  • Go to the cloned folder, edit the build.bat ANDROID_TOOLCHAIN to point to your Android SDK CMake toolchain file.
  • Run the build.bat. The built libraries will be emitted in the Source/lib folder, categorized by architectures
  • Copy all the architecture folders to WPR root/UI/WPR.UI.Android/Libraries.
  • Download ffmpeg-kit JARs (use nightly), extract the JARs and copy native .so to Libraries folder of WPR.UI.Android
  • Optional: you can also add Vulkan validation to the Libraries folder to enable validation layers.

Xamarin build requirements

  • Please note that these must not be enabled for Xamarin build

    • Trimming: It's unpredictable what assemblies the game will use. Trimming will make it so that only the DLLs needed by the runner (WPR.UI.Android) are included with the install package, which is not desired.
    • AOT: Some apps and games are obsfucated will not work well with AOT (they may throw InvalidProgramException).
  • One of the reason that iOS build won't work can be these requirements. This is all required by iOS when building with Xamarin.

Support for Sliverlight and Native applications

  • Sliverlight is very massive, there needs to be a huge funding work. The core of this runner is dependent on FNA, which is already a very large codebase developed through out years.

  • Morden native applications:

    • If we are talking about W10M and Universal applications, you can just play it on your computer, buy a game through Microsoft Store
    • But to talk specifically about native WP8 apps and games, a large number of them shipped with custom APIs provided by partners (Microsoft, Nokia, etc..) and is built to have binary code running on ARM processors. At that point, you should just make a emulator instead (I think spending effort for this is absurb in 2022, no one will use it)

    => This repository with the original author will not go over that great length.

This runner existence

  • It's for fun. If you are nostaglia mostly about achievements earning like me, you can try it out. There are some old games that is not released on Android or iOS, or some games that seems superior than Android or iOS version (I prefer Skulls of the Shogun on WP actually).
  • However, resolution scaling is not yet implemented (game renders either in 480x800 or so...), but it's fun!

About

WP7-8 APP 运行器

Topics

Resources

Stars

300 stars

Watchers

19 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Repository files navigation

WPR

WPR is a WP7-8 XNA app runner.

Features

  • Installing WP7-8 decrypted XNA XAPs locally on your machine.
  • Earning achievements locally for Xbox Live games, with a pop-up appear everytime achievement is unlocked.

Dependencies

  • Beside submodules included in this repostiory, this application depends on these native DLLs (please check the forks of those repository on this same account):
    • FNA3D
    • FAudio
    • libtheorafile

Desktop

  • Build these libraries and place them under the same folder as the executable
  • Place FFMPEG executable (you can download from their website or make a custom version with WMA->OGG conversion supported)

Android

  • Clone WPRNativeBuild
  • Go to the cloned folder, edit the build.bat ANDROID_TOOLCHAIN to point to your Android SDK CMake toolchain file.
  • Run the build.bat. The built libraries will be emitted in the Source/lib folder, categorized by architectures
  • Copy all the architecture folders to WPR root/UI/WPR.UI.Android/Libraries.
  • Download ffmpeg-kit JARs (use nightly), extract the JARs and copy native .so to Libraries folder of WPR.UI.Android
  • Optional: you can also add Vulkan validation to the Libraries folder to enable validation layers.

Xamarin build requirements

  • Please note that these must not be enabled for Xamarin build

    • Trimming: It's unpredictable what assemblies the game will use. Trimming will make it so that only the DLLs needed by the runner (WPR.UI.Android) are included with the install package, which is not desired.
    • AOT: Some apps and games are obsfucated will not work well with AOT (they may throw InvalidProgramException).
  • One of the reason that iOS build won't work can be these requirements. This is all required by iOS when building with Xamarin.

Support for Sliverlight and Native applications

  • Sliverlight is very massive, there needs to be a huge funding work. The core of this runner is dependent on FNA, which is already a very large codebase developed through out years.

  • Morden native applications:

    • If we are talking about W10M and Universal applications, you can just play it on your computer, buy a game through Microsoft Store
    • But to talk specifically about native WP8 apps and games, a large number of them shipped with custom APIs provided by partners (Microsoft, Nokia, etc..) and is built to have binary code running on ARM processors. At that point, you should just make a emulator instead (I think spending effort for this is absurb in 2022, no one will use it)

    => This repository with the original author will not go over that great length.

This runner existence

  • It's for fun. If you are nostaglia mostly about achievements earning like me, you can try it out. There are some old games that is not released on Android or iOS, or some games that seems superior than Android or iOS version (I prefer Skulls of the Shogun on WP actually).
  • However, resolution scaling is not yet implemented (game renders either in 480x800 or so...), but it's fun!

About

WP7-8 APP 运行器

Topics

Resources

Stars

300 stars

Watchers

19 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

WPR

WPR is a WP7-8 XNA app runner.

Features

  • Installing WP7-8 decrypted XNA XAPs locally on your machine.
  • Earning achievements locally for Xbox Live games, with a pop-up appear everytime achievement is unlocked.

Dependencies

  • Beside submodules included in this repostiory, this application depends on these native DLLs (please check the forks of those repository on this same account):
    • FNA3D
    • FAudio
    • libtheorafile

Desktop

  • Build these libraries and place them under the same folder as the executable
  • Place FFMPEG executable (you can download from their website or make a custom version with WMA->OGG conversion supported)

Android

  • Clone WPRNativeBuild
  • Go to the cloned folder, edit the build.bat ANDROID_TOOLCHAIN to point to your Android SDK CMake toolchain file.
  • Run the build.bat. The built libraries will be emitted in the Source/lib folder, categorized by architectures
  • Copy all the architecture folders to WPR root/UI/WPR.UI.Android/Libraries.
  • Download ffmpeg-kit JARs (use nightly), extract the JARs and copy native .so to Libraries folder of WPR.UI.Android
  • Optional: you can also add Vulkan validation to the Libraries folder to enable validation layers.

Xamarin build requirements

  • Please note that these must not be enabled for Xamarin build

    • Trimming: It's unpredictable what assemblies the game will use. Trimming will make it so that only the DLLs needed by the runner (WPR.UI.Android) are included with the install package, which is not desired.
    • AOT: Some apps and games are obsfucated will not work well with AOT (they may throw InvalidProgramException).
  • One of the reason that iOS build won't work can be these requirements. This is all required by iOS when building with Xamarin.

Support for Sliverlight and Native applications

  • Sliverlight is very massive, there needs to be a huge funding work. The core of this runner is dependent on FNA, which is already a very large codebase developed through out years.

  • Morden native applications:

    • If we are talking about W10M and Universal applications, you can just play it on your computer, buy a game through Microsoft Store
    • But to talk specifically about native WP8 apps and games, a large number of them shipped with custom APIs provided by partners (Microsoft, Nokia, etc..) and is built to have binary code running on ARM processors. At that point, you should just make a emulator instead (I think spending effort for this is absurb in 2022, no one will use it)

    => This repository with the original author will not go over that great length.

This runner existence

  • It's for fun. If you are nostaglia mostly about achievements earning like me, you can try it out. There are some old games that is not released on Android or iOS, or some games that seems superior than Android or iOS version (I prefer Skulls of the Shogun on WP actually).
  • However, resolution scaling is not yet implemented (game renders either in 480x800 or so...), but it's fun!

About

WP7-8 APP 运行器

Topics

Resources

Stars

300 stars

Watchers

19 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

WPR

WPR is a WP7-8 XNA app runner.

Features

  • Installing WP7-8 decrypted XNA XAPs locally on your machine.
  • Earning achievements locally for Xbox Live games, with a pop-up appear everytime achievement is unlocked.

Dependencies

  • Beside submodules included in this repostiory, this application depends on these native DLLs (please check the forks of those repository on this same account):
    • FNA3D
    • FAudio
    • libtheorafile

Desktop

  • Build these libraries and place them under the same folder as the executable
  • Place FFMPEG executable (you can download from their website or make a custom version with WMA->OGG conversion supported)

Android

  • Clone WPRNativeBuild
  • Go to the cloned folder, edit the build.bat ANDROID_TOOLCHAIN to point to your Android SDK CMake toolchain file.
  • Run the build.bat. The built libraries will be emitted in the Source/lib folder, categorized by architectures
  • Copy all the architecture folders to WPR root/UI/WPR.UI.Android/Libraries.
  • Download ffmpeg-kit JARs (use nightly), extract the JARs and copy native .so to Libraries folder of WPR.UI.Android
  • Optional: you can also add Vulkan validation to the Libraries folder to enable validation layers.

Xamarin build requirements

  • Please note that these must not be enabled for Xamarin build

    • Trimming: It's unpredictable what assemblies the game will use. Trimming will make it so that only the DLLs needed by the runner (WPR.UI.Android) are included with the install package, which is not desired.
    • AOT: Some apps and games are obsfucated will not work well with AOT (they may throw InvalidProgramException).
  • One of the reason that iOS build won't work can be these requirements. This is all required by iOS when building with Xamarin.

Support for Sliverlight and Native applications

  • Sliverlight is very massive, there needs to be a huge funding work. The core of this runner is dependent on FNA, which is already a very large codebase developed through out years.

  • Morden native applications:

    • If we are talking about W10M and Universal applications, you can just play it on your computer, buy a game through Microsoft Store
    • But to talk specifically about native WP8 apps and games, a large number of them shipped with custom APIs provided by partners (Microsoft, Nokia, etc..) and is built to have binary code running on ARM processors. At that point, you should just make a emulator instead (I think spending effort for this is absurb in 2022, no one will use it)

    => This repository with the original author will not go over that great length.

This runner existence

  • It's for fun. If you are nostaglia mostly about achievements earning like me, you can try it out. There are some old games that is not released on Android or iOS, or some games that seems superior than Android or iOS version (I prefer Skulls of the Shogun on WP actually).
  • However, resolution scaling is not yet implemented (game renders either in 480x800 or so...), but it's fun!

About

WP7-8 APP 运行器

Topics

Resources

Stars

300 stars

Watchers

19 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

WPR

WPR is a WP7-8 XNA app runner.

Features

  • Installing WP7-8 decrypted XNA XAPs locally on your machine.
  • Earning achievements locally for Xbox Live games, with a pop-up appear everytime achievement is unlocked.

Dependencies

  • Beside submodules included in this repostiory, this application depends on these native DLLs (please check the forks of those repository on this same account):
    • FNA3D
    • FAudio
    • libtheorafile

Desktop

  • Build these libraries and place them under the same folder as the executable
  • Place FFMPEG executable (you can download from their website or make a custom version with WMA->OGG conversion supported)

Android

  • Clone WPRNativeBuild
  • Go to the cloned folder, edit the build.bat ANDROID_TOOLCHAIN to point to your Android SDK CMake toolchain file.
  • Run the build.bat. The built libraries will be emitted in the Source/lib folder, categorized by architectures
  • Copy all the architecture folders to WPR root/UI/WPR.UI.Android/Libraries.
  • Download ffmpeg-kit JARs (use nightly), extract the JARs and copy native .so to Libraries folder of WPR.UI.Android
  • Optional: you can also add Vulkan validation to the Libraries folder to enable validation layers.

Xamarin build requirements

  • Please note that these must not be enabled for Xamarin build

    • Trimming: It's unpredictable what assemblies the game will use. Trimming will make it so that only the DLLs needed by the runner (WPR.UI.Android) are included with the install package, which is not desired.
    • AOT: Some apps and games are obsfucated will not work well with AOT (they may throw InvalidProgramException).
  • One of the reason that iOS build won't work can be these requirements. This is all required by iOS when building with Xamarin.

Support for Sliverlight and Native applications

  • Sliverlight is very massive, there needs to be a huge funding work. The core of this runner is dependent on FNA, which is already a very large codebase developed through out years.

  • Morden native applications:

    • If we are talking about W10M and Universal applications, you can just play it on your computer, buy a game through Microsoft Store
    • But to talk specifically about native WP8 apps and games, a large number of them shipped with custom APIs provided by partners (Microsoft, Nokia, etc..) and is built to have binary code running on ARM processors. At that point, you should just make a emulator instead (I think spending effort for this is absurb in 2022, no one will use it)

    => This repository with the original author will not go over that great length.

This runner existence

  • It's for fun. If you are nostaglia mostly about achievements earning like me, you can try it out. There are some old games that is not released on Android or iOS, or some games that seems superior than Android or iOS version (I prefer Skulls of the Shogun on WP actually).
  • However, resolution scaling is not yet implemented (game renders either in 480x800 or so...), but it's fun!

About

WP7-8 APP 运行器

Topics

Resources

Stars

300 stars

Watchers

19 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

WPR

WPR is a WP7-8 XNA app runner.

Features

  • Installing WP7-8 decrypted XNA XAPs locally on your machine.
  • Earning achievements locally for Xbox Live games, with a pop-up appear everytime achievement is unlocked.

Dependencies

  • Beside submodules included in this repostiory, this application depends on these native DLLs (please check the forks of those repository on this same account):
    • FNA3D
    • FAudio
    • libtheorafile

Desktop

  • Build these libraries and place them under the same folder as the executable
  • Place FFMPEG executable (you can download from their website or make a custom version with WMA->OGG conversion supported)

Android

  • Clone WPRNativeBuild
  • Go to the cloned folder, edit the build.bat ANDROID_TOOLCHAIN to point to your Android SDK CMake toolchain file.
  • Run the build.bat. The built libraries will be emitted in the Source/lib folder, categorized by architectures
  • Copy all the architecture folders to WPR root/UI/WPR.UI.Android/Libraries.
  • Download ffmpeg-kit JARs (use nightly), extract the JARs and copy native .so to Libraries folder of WPR.UI.Android
  • Optional: you can also add Vulkan validation to the Libraries folder to enable validation layers.

Xamarin build requirements

  • Please note that these must not be enabled for Xamarin build

    • Trimming: It's unpredictable what assemblies the game will use. Trimming will make it so that only the DLLs needed by the runner (WPR.UI.Android) are included with the install package, which is not desired.
    • AOT: Some apps and games are obsfucated will not work well with AOT (they may throw InvalidProgramException).
  • One of the reason that iOS build won't work can be these requirements. This is all required by iOS when building with Xamarin.

Support for Sliverlight and Native applications

  • Sliverlight is very massive, there needs to be a huge funding work. The core of this runner is dependent on FNA, which is already a very large codebase developed through out years.

  • Morden native applications:

    • If we are talking about W10M and Universal applications, you can just play it on your computer, buy a game through Microsoft Store
    • But to talk specifically about native WP8 apps and games, a large number of them shipped with custom APIs provided by partners (Microsoft, Nokia, etc..) and is built to have binary code running on ARM processors. At that point, you should just make a emulator instead (I think spending effort for this is absurb in 2022, no one will use it)

    => This repository with the original author will not go over that great length.

This runner existence

  • It's for fun. If you are nostaglia mostly about achievements earning like me, you can try it out. There are some old games that is not released on Android or iOS, or some games that seems superior than Android or iOS version (I prefer Skulls of the Shogun on WP actually).
  • However, resolution scaling is not yet implemented (game renders either in 480x800 or so...), but it's fun!

About

WP7-8 APP 运行器

Topics

Resources

Stars

300 stars

Watchers

19 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

WPR

WPR is a WP7-8 XNA app runner.

Features

  • Installing WP7-8 decrypted XNA XAPs locally on your machine.
  • Earning achievements locally for Xbox Live games, with a pop-up appear everytime achievement is unlocked.

Dependencies

  • Beside submodules included in this repostiory, this application depends on these native DLLs (please check the forks of those repository on this same account):
    • FNA3D
    • FAudio
    • libtheorafile

Desktop

  • Build these libraries and place them under the same folder as the executable
  • Place FFMPEG executable (you can download from their website or make a custom version with WMA->OGG conversion supported)

Android

  • Clone WPRNativeBuild
  • Go to the cloned folder, edit the build.bat ANDROID_TOOLCHAIN to point to your Android SDK CMake toolchain file.
  • Run the build.bat. The built libraries will be emitted in the Source/lib folder, categorized by architectures
  • Copy all the architecture folders to WPR root/UI/WPR.UI.Android/Libraries.
  • Download ffmpeg-kit JARs (use nightly), extract the JARs and copy native .so to Libraries folder of WPR.UI.Android
  • Optional: you can also add Vulkan validation to the Libraries folder to enable validation layers.

Xamarin build requirements

  • Please note that these must not be enabled for Xamarin build

    • Trimming: It's unpredictable what assemblies the game will use. Trimming will make it so that only the DLLs needed by the runner (WPR.UI.Android) are included with the install package, which is not desired.
    • AOT: Some apps and games are obsfucated will not work well with AOT (they may throw InvalidProgramException).
  • One of the reason that iOS build won't work can be these requirements. This is all required by iOS when building with Xamarin.

Support for Sliverlight and Native applications

  • Sliverlight is very massive, there needs to be a huge funding work. The core of this runner is dependent on FNA, which is already a very large codebase developed through out years.

  • Morden native applications:

    • If we are talking about W10M and Universal applications, you can just play it on your computer, buy a game through Microsoft Store
    • But to talk specifically about native WP8 apps and games, a large number of them shipped with custom APIs provided by partners (Microsoft, Nokia, etc..) and is built to have binary code running on ARM processors. At that point, you should just make a emulator instead (I think spending effort for this is absurb in 2022, no one will use it)

    => This repository with the original author will not go over that great length.

This runner existence

  • It's for fun. If you are nostaglia mostly about achievements earning like me, you can try it out. There are some old games that is not released on Android or iOS, or some games that seems superior than Android or iOS version (I prefer Skulls of the Shogun on WP actually).
  • However, resolution scaling is not yet implemented (game renders either in 480x800 or so...), but it's fun!

About

WP7-8 APP 运行器

Topics

Resources

Stars

300 stars

Watchers

19 watching

Forks

Releases

Packages

Used by

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Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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WPR

WPR is a WP7-8 XNA app runner.

Features

  • Installing WP7-8 decrypted XNA XAPs locally on your machine.
  • Earning achievements locally for Xbox Live games, with a pop-up appear everytime achievement is unlocked.

Dependencies

  • Beside submodules included in this repostiory, this application depends on these native DLLs (please check the forks of those repository on this same account):
    • FNA3D
    • FAudio
    • libtheorafile

Desktop

  • Build these libraries and place them under the same folder as the executable
  • Place FFMPEG executable (you can download from their website or make a custom version with WMA->OGG conversion supported)

Android

  • Clone WPRNativeBuild
  • Go to the cloned folder, edit the build.bat ANDROID_TOOLCHAIN to point to your Android SDK CMake toolchain file.
  • Run the build.bat. The built libraries will be emitted in the Source/lib folder, categorized by architectures
  • Copy all the architecture folders to WPR root/UI/WPR.UI.Android/Libraries.
  • Download ffmpeg-kit JARs (use nightly), extract the JARs and copy native .so to Libraries folder of WPR.UI.Android
  • Optional: you can also add Vulkan validation to the Libraries folder to enable validation layers.

Xamarin build requirements

  • Please note that these must not be enabled for Xamarin build

    • Trimming: It's unpredictable what assemblies the game will use. Trimming will make it so that only the DLLs needed by the runner (WPR.UI.Android) are included with the install package, which is not desired.
    • AOT: Some apps and games are obsfucated will not work well with AOT (they may throw InvalidProgramException).
  • One of the reason that iOS build won't work can be these requirements. This is all required by iOS when building with Xamarin.

Support for Sliverlight and Native applications

  • Sliverlight is very massive, there needs to be a huge funding work. The core of this runner is dependent on FNA, which is already a very large codebase developed through out years.

  • Morden native applications:

    • If we are talking about W10M and Universal applications, you can just play it on your computer, buy a game through Microsoft Store
    • But to talk specifically about native WP8 apps and games, a large number of them shipped with custom APIs provided by partners (Microsoft, Nokia, etc..) and is built to have binary code running on ARM processors. At that point, you should just make a emulator instead (I think spending effort for this is absurb in 2022, no one will use it)

    => This repository with the original author will not go over that great length.

This runner existence

  • It's for fun. If you are nostaglia mostly about achievements earning like me, you can try it out. There are some old games that is not released on Android or iOS, or some games that seems superior than Android or iOS version (I prefer Skulls of the Shogun on WP actually).
  • However, resolution scaling is not yet implemented (game renders either in 480x800 or so...), but it's fun!

About

WP7-8 APP 运行器

Topics

Resources

Stars

300 stars

Watchers

19 watching

Forks

Releases

Packages

Used by

Contributors

Languages