Indeed it does. It also plays very well. The game is not CPU intensive and is rather held down by the GPU. Thanks to that, the actual resulting maximum frame rate is identical to the native version. Neat. Performance in numbers, though be warned these are neither 100% accurate nor properly averaged. Frame timing is displayed as the frame renders so the numbers are gone just as fast and fluctuate a bit too. Meaning they're rough average estimates of what I saw on the higher end. This is with frameskip limiting the game to 30fps, but the frame rates are identical with it turned off as well (my CC Pandora doesn't manage 60 there). What I did come across however was a segfault when attacking a certain enemy type. But this appears to also happen in a freshly compiled native build. Perhaps something broke with libs in current beta Code::Blocks PND? I'll get to debugging that myself later. It's certainly not Box86's fault here at least. Edit: I've managed to use version 1.0 data files with version 1.1 binaries on both ends. Good job me. Everything is fine.