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FAQ
WPR (Windows Phone Runner) is an experimental compatibility layer and runtime environment designed to run Windows Phone XNA games on modern platforms such as Windows and Android.
The project focuses primarily on preserving Windows Phone gaming history and improving compatibility over time.
Not exactly.
WPR is closer to a runtime compatibility layer than a traditional hardware emulator. It reimplements and translates portions of the Windows Phone XNA environment for modern platforms.
| Platform | Status |
|---|---|
| Windows | ✅ In Development |
| Android | ✅ In Development |
| Linux | |
| macOS | ❌ Not Planned |
WPR currently focuses mainly on:
- Windows Phone XNA games
- XAP-based titles
Support for Silverlight and native WinRT applications is currently limited or unsupported.
Common reasons include:
- Missing API implementations
- Unsupported runtime features
- Graphics backend issues
- Unsupported Silverlight functionality
- Game-specific assumptions about Windows Phone hardware
Check the Compatibility List for current status information.
Performance depends on many factors:
- Graphics complexity
- API usage
- Device hardware
- Driver support
- Vulkan compatibility
- Current WPR implementation state
Because WPR is still in alpha, optimisation is ongoing.
Some rendering features are still incomplete.
Common issues include:
- Incorrect shaders
- Render target problems
- Blend state issues
- SpriteBatch edge cases
- Unsupported graphics effects
Audio support is still being improved.
Some games rely on:
- XACT
- custom audio engines
- timing-sensitive playback
These systems are still under active development.
Yes.
Android support is currently in active development.
Compatibility and performance may vary heavily between devices.
Some rendering paths currently rely on Vulkan support.
Devices with poor Vulkan drivers may experience:
- crashes
- rendering corruption
- startup failures
Generally:
- newer devices
- Snapdragon-based devices
- devices with strong Vulkan support
tend to work better.
Yes.
WPR is primarily developed and tested on modern Windows systems.
Not necessarily, but a dedicated GPU is strongly recommended for best compatibility and performance.
Integrated GPUs may still work for simpler titles.
WPR does not provide games.
Users must legally obtain and own any games they use with WPR.
Support depends on the title and how it was packaged.
Some titles may require additional work or compatibility fixes.
Currently:
- partial GamerServices functionality exists
- achievement support is experimental
- online services are unsupported
Yes.
The source code is available on GitHub.
Absolutely.
Contributions are welcome for:
- compatibility testing
- bug fixing
- graphics work
- Android improvements
- documentation
- API implementations
See: Contributing
The migration helps modernise the project by improving:
- cross-platform support
- maintainability
- tooling
- future scalability
Silverlight support is currently experimental and incomplete.
Many Silverlight APIs and controls still require implementation.
Possible causes include:
- missing dependencies
- unsupported GPU drivers
- Vulkan issues
- invalid game package
- unsupported APIs
See: Troubleshooting
This can happen due to:
- unimplemented APIs
- threading issues
- rendering problems
- content loading bugs
Please report reproducible freezes through GitHub Issues.
Log locations may vary depending on platform and build configuration.
Detailed logging support is still evolving during alpha development.
Probably not all games.
However, the goal is to support as many XNA titles as realistically possible.
Modern native WinRT applications are currently outside the main scope of WPR.
There are currently no plans for Xbox Live or official online service emulation.
No.
WPR is an independent open-source preservation project and is not affiliated with Microsoft, Xbox, or Windows Phone.
WPR itself is legal open-source software.
Users are responsible for ensuring they legally own any games they use with WPR.