After a bit of googling around and fiddling with SDL_gfx (mostly to trick it into compiling with SDL2), I got myself an almost-working OXC-android build from page's source! Well, the debug version, anyway. I've still got a few questions, though:
- Your Application.mk says to compile for armeabi-v7a, but the .apk you've posted has its libs built for armeabi; is that just an oversight?
- Which ndk do you use? I'm using r7-crystax-5.beta3, as it's (kinda) supported by Boost. Still, I had to switch to gnustl_static, as it won't compile with stlport.
- You're trying to load mikmod and smpeg2, but they're not getting built (at least they're not listed in your Android.mk). Is that right? Anyway, I've managed to run the app without them (after commenting out the corresponding loadLibrary() calls). My guess is that they're needed for different types of user data.
- One thing I'm looking forward to is scaling the graphics. The tablets could really use the 1.5x-2x original resolution in Battlescape. Unfortunately, for now these options are broken (for a good reason, I guess). When I try and whack a hammer at it by changing the constants in Screen.cpp, the battlescape UI goes missing, but the battlescape itself looks beautiful! Though the animations in that case are painfully slow (even on a Nexus 4!).
Anyway, I'd love to see a how-to on compiling this port (or I could try to retrace my steps, but I'm afraid these would be among the "Worst Practices") and maybe do something useful, though my complete lack of experience as a developer will make that tough.
Oh, and you guys rock! 3D explosions are the best thing, and the android port comes really close.