For an update - well, yeah I got most everything except rulesets, PCK/TABs and music/sounds loading from not-plain-files.
It's music/sounds that are giving me trouble. I expect PCK/TABs working this evening, rulesets are even more trivial. Audio.. it's idk maybe the oldest part of the code. Or seems to be. So a lot of work fo the refactorhammer.
Could've been faster, but for ease of debugging I went and made android branch compile and work on desktop linux without the sfalexrog's outdated forks of SDL_everything. This way I at least can test the code as it would run.
But I've come up with a couple new requests.
Is it possible to force game cursor show upon/replace the system one. I plugged a mouse to the phone, see...
I'm sure it's possible. After something I did the cursor suddenly appeared in all its triangular glory. So sure.
Although it'll take some time to hide it back.
And is it possible to add a button in-game or to the system tray along back, menu and so on buttons that would call the keyboard any time, not only when you type smth? Like, to use quick save and alternate monement methods?
This I have no idea how to do, but noted.
Let me first make the fork at least not crash on my phone.
Sadly I only have this "honor 9l" excuse for a phone on me right now, having drowned the nexus 6P in a river recently. So the testing is hampered.
UPDATE 21 Oct:
Managed to get rid of every single one FileMap::getFilePath() call, everything is now loaded via SDL_RWops and std::istreams handed out of FileMap. Now on to fixing all the bugs that crawled out - and there are many. For example the one with android version crashing on pressing Options in the main menu - I almost got it, but it managed to hide somewhere.