I can’t say that 100 is ported, but at least 98 is OK.
The hallmark event is that, all test cases are run through on uphone & win32. And we are porting iphone-cpp & android-ndk version now.
It’s separate project beyond cocos2d-iphone, but we are keeping contact with Ricardo Quesada.
We keep the same API & same logic, make game developer convenient to port their cocos2d-iphone games from objc to C++
I paste a code segament for example.
// objc with cocos2d-iphone
if( (self=[super init] ))
CGSize winSize = [[CCDirector sharedDirector] winSize];
CCSprite *player = [CCSprite spriteWithFile:@"Player.png" rect:CGRectMake(0, 0, 27, 40) ];
player.position = ccp(player.contentSize.width/2, winSize.height/2);
// cpp with cocos2d-x
if ( CCLayer::init() )
CGSize winSize = CCDirector::sharedDirector()->getWinSize();
CCSprite *player = CCSprite::spriteWithFile("Player.png", CGRectMake(0, 0, 27, 40) );
player->setPosition( ccp(player->getContentSize().width/2, winSize.height/2) );
Is that easy? You can download the source code and run win32 versioin