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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sfalexrog</id>
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	<updated>2026-05-01T07:22:28Z</updated>
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		<id>https://temp.ufopaedia.org/index.php?title=Android_port_(OpenXcom)&amp;diff=69490</id>
		<title>Android port (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Android_port_(OpenXcom)&amp;diff=69490"/>
		<updated>2015-12-01T18:04:00Z</updated>

		<summary type="html">&lt;p&gt;Sfalexrog: Add newer Android port instructions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Current version=&lt;br /&gt;
&lt;br /&gt;
Currently, the ongoing development is split in two parts. First, there&#039;s the [https://github.com/sfalexrog/OpenXcom/tree/sdl2 SDL 2 branch] of OpenXcom, which is basically OpenXcom ported to SDL2, with a few platform-specific #ifdefs thrown here and there. Then, there&#039;s the &amp;quot;one-click-build&amp;quot; [https://github.com/sfalexrog/openxcom-android Android Studio project] with Android-specific stuff and submodules for dependencies. The project is (ir)regularly updated to be up-to-date with the current OpenXcom version.&lt;br /&gt;
&lt;br /&gt;
==Installing==&lt;br /&gt;
&lt;br /&gt;
The application is now a lot more user-friendly and doesn&#039;t require OpenXcom data from your PC. You still need the &#039;&#039;&#039;X-Com: Enemy Unknown&#039;&#039;&#039; and/or &#039;&#039;&#039;Terror From The Deep&#039;&#039;&#039; data files on your device.&lt;br /&gt;
&lt;br /&gt;
Installation now goes like this:&lt;br /&gt;
&lt;br /&gt;
* Copy your &#039;&#039;&#039;X-Com: Enemy Unknown&#039;&#039;&#039;/&#039;&#039;&#039;Terror From The Deep&#039;&#039;&#039; files to a folder on your device. Each game should be in a separate folder!&lt;br /&gt;
* Install the .apk on your device. You will need to enable installing apps from unknown sources.&lt;br /&gt;
* Run the app. It will display a first-time configuration menu. There you might want to change your data/savefiles/configuration folders. After you&#039;ve done that, tap one of the &amp;quot;Copy UFO/TFTD data from directory...&amp;quot; and navigate to the folder containing the game data (folders like GEODATA, GEOGRAPH, MAPS, ROUTES). If done correctly, the data will be copied to your game folder, and the &amp;quot;Status: &amp;quot; will become green and will contain a version string.&lt;br /&gt;
* And that&#039;s it! You&#039;re ready to go.&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a recent Android SDK, Android NDK r10d+ (currently built using r10e), JDK 7+.&lt;br /&gt;
&lt;br /&gt;
* Checkout the [https://github.com/sfalexrog/openxcom-android Android Studio project]&lt;br /&gt;
* Init submodules (git submodule init, git submodule update)&lt;br /&gt;
* Create a local.properties file in the project root and put sdk.dir= and ndk.dir= properties there (pointing to your Android SDK and NDK respectively)&lt;br /&gt;
* Run gradlew assemble&lt;br /&gt;
&lt;br /&gt;
Some more specific instructions are on the [https://github.com/sfalexrog/openxcom-android Android Studio project] page itself.&lt;br /&gt;
&lt;br /&gt;
=v1.0 (outdated)=&lt;br /&gt;
&lt;br /&gt;
There is a work-in-progress port to Android of OpenXcom here: [https://github.com/sfalexrog/OpenXcom/ github link]&lt;br /&gt;
&lt;br /&gt;
==Installation instructions==&lt;br /&gt;
* Install OpenXcom on your PC/Mac and make sure it&#039;s working. You&#039;ll need original data for this step.&lt;br /&gt;
* Get the OpenXcom apk from the [http://openxcom.org/downloads/ official site] or [http://openxcom.org/forum/index.php?topic=1864 android port forum thread] and install it on your device. Note that the builds in the forum thread are signed with a debug certificate, so you&#039;ll need to uninstall first if you&#039;re coming from an earlier build.&lt;br /&gt;
* Copy the contents of your data folder from PC/Mac to /sdcard/OpenXcom/data on your device.&lt;br /&gt;
* That&#039;s it! You&#039;re good to go.&lt;br /&gt;
&lt;br /&gt;
==Differences from PC version==&lt;br /&gt;
&lt;br /&gt;
===Geoscape===&lt;br /&gt;
* Base naming dialogue box is moved higher than in the PC version; this is required to prevent on-screen keyboard from obscuring the input field.&lt;br /&gt;
* You can cancel the placement of your first base if you accidentally put it in the wrong place (but see Known Issues).&lt;br /&gt;
* Globe drag-scrolling is enabled by default.&lt;br /&gt;
* You can pinch-zoom the globe.&lt;br /&gt;
&lt;br /&gt;
===Battlescape===&lt;br /&gt;
* Path preview and shoot preview are enabled by default.&lt;br /&gt;
* Drag scrolling is enabled by default.&lt;br /&gt;
* Turning is done by swiping from your soldier in the direction you want him to turn.&lt;br /&gt;
&lt;br /&gt;
==Known issues==&lt;br /&gt;
* There is currently no way to force firing.&lt;br /&gt;
* If you cancel building your first base, the base will still be on the globe. It&#039;s just a graphical glitch, the base will disappear as soon as you select a new place for it.&lt;br /&gt;
* Advanced options menu gets filled with duplicate items if you quit the game by using the &amp;quot;Quit game&amp;quot; button and then re-open it. You have to &amp;quot;swipe&amp;quot; it from recents to prevent this from happening.&lt;br /&gt;
* The game won&#039;t recognize your device&#039;s locale. You&#039;ll still be able to select your language in the options menu.&lt;br /&gt;
* Display filters are not yet properly supported. The only two options that actually work is &amp;quot;Disabled&amp;quot; and &amp;quot;Linear&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=v0.9=&lt;br /&gt;
&lt;br /&gt;
There is a work-in-progress port to Android of OpenXcom here: [https://github.com/cpages/OpenXcom/tree/android github link]&lt;br /&gt;
&lt;br /&gt;
==I just want to play==&lt;br /&gt;
Ok, so if you&#039;re too lazy to build it ;) and just want to give it a try, here are the steps you should follow:&lt;br /&gt;
* Get the beta3 apk [http://openxcom.org/download/mobile/OpenXcom-v0.9-beta3.apk from here] and install (you&#039;ll have to trust me on this, but it only asks for filesystem access)&lt;br /&gt;
* Get the [http://openxcom.org/download/mobile/data-9d292a2a82.zip OpenXcom data]. Unzip all of this in your phone under /storage/sdcard0/openxcom (you should have a /sdcard simlink, so /sdcard/openxcom should work too). If you have an external sd card, you can also place it there (/storage/extSdCard/openxcom).&lt;br /&gt;
* You also need a copy of the original data (you can get that in many places if you don&#039;t have it, like steam). Copy the following folders in the same place (/sdcard/openxcom/data): GEODATA  GEOGRAPH  MAPS  ROUTES  SOUND  TERRAIN  UFOGRAPH  UFOINTRO  UNITS&lt;br /&gt;
* Another, easier way to get the proper data would be to install the desktop version of OpenXcom, then copy the contents of its data folder to /sdcard/openxcom/data. Note that you STILL need the original data during the desktop OpenXcom installation.&lt;br /&gt;
&lt;br /&gt;
==Building from sources (linux)==&lt;br /&gt;
So you&#039;re in for the hard route. It&#039;s been a while since I set up my build env so I might miss some detail, but I&#039;ll try to give an overview of how to build and point out the main caveats you may encounter:&lt;br /&gt;
* Install android sdk &amp;amp; ndk&lt;br /&gt;
* Check out the android branch from my github clone mentioned above&lt;br /&gt;
* Put all the dependencies sources in the jni folder. Simlinks come in really handy, mine ended up looking like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[page@leaf:~/dev/OpenXcom/android]$ ls -l jni/&lt;br /&gt;
total 10&lt;br /&gt;
-rw-r--r--  1 page users   37 13 mai 21:43 Android.mk&lt;br /&gt;
-rw-r--r--  1 page users  216 18 mai 02:19 Application.mk&lt;br /&gt;
lrwxrwxrwx  1 page users   64 11 nov  2013 boost -&amp;gt; /nix/store/jqahwzcg7lags4k21vhr2d8zq931c359-boost-headers-1.54.0&lt;br /&gt;
lrwxrwxrwx  1 page users   37 16 nov  2013 libmikmod -&amp;gt; SDL2_mixer/external/libmikmod-3.1.12/&lt;br /&gt;
lrwxrwxrwx  1 page users   34 16 nov  2013 libwebp -&amp;gt; SDL2_image/external/libwebp-0.3.0/&lt;br /&gt;
lrwxrwxrwx  1 page users   28 11 nov  2013 SDL -&amp;gt; /home/page/dev/3rdparty/SDL/&lt;br /&gt;
lrwxrwxrwx  1 page users   21 11 nov  2013 SDL2_image -&amp;gt; /tmp/SDL2_image-2.0.0&lt;br /&gt;
lrwxrwxrwx  1 page users   21 16 nov  2013 SDL2_mixer -&amp;gt; /tmp/SDL2_mixer-2.0.0&lt;br /&gt;
drwxr-xr-x 10 page users 1736  1 mai 17:20 SDL_gfx&lt;br /&gt;
lrwxrwxrwx  1 page users   33 16 nov  2013 smpeg -&amp;gt; SDL2_mixer/external/smpeg2-2.0.0/&lt;br /&gt;
drwxr-xr-x  2 page users  120 18 mai 02:19 src&lt;br /&gt;
lrwxrwxrwx  1 page users   20 11 nov  2013 yamlcpp -&amp;gt; /tmp/yaml-cpp-0.5.1/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* SDL version used is written in the changelog below&lt;br /&gt;
* Notice that it&#039;s SDL_gfx, not SDL2_gfx. Also, you need to apply [http://sourceforge.net/p/sdlgfx/code/102/tree/Other%20Builds/SDL_gfx-SDL2.patch this patch] (only present in svn, not latest tarball) for it to compile against SDL2.&lt;br /&gt;
* Go to android folder and run &#039;ndk-build&#039; and &#039;ant debug&#039; (for release you need to setup a key)&lt;br /&gt;
* If you have your android device plugged in, &#039;ant debug install&#039;&lt;br /&gt;
&lt;br /&gt;
==Differences with PC version (battlescape)==&lt;br /&gt;
* Path preview is enabled by default&lt;br /&gt;
* Shoot works in the same way as path preview, first press to aim, second to shoot&lt;br /&gt;
* Phone back button acts as right button (quits shooting mode, for instance)&lt;br /&gt;
* Swipe map to scroll&lt;br /&gt;
* Swipe from selected soldier to make him turn and open doors&lt;br /&gt;
&lt;br /&gt;
==Known issues==&lt;br /&gt;
* Don&#039;t leave the game while in text enter mode. When going back, it won&#039;t reappear and you&#039;ll be stuck editing the text.&lt;br /&gt;
* On a few devices, the colors appear wrong (shades of pink). It can be worked around by disabling the &#039;hardware overlay&#039; in &#039;developer settings&#039;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
* beta3 (13/05/14)&lt;br /&gt;
** Update to upstream 9d292a2a82&lt;br /&gt;
** Update SDL2 to 8767&lt;br /&gt;
** OGG music is no longer needed (thanks to upstream)&lt;br /&gt;
** Music no longer plays when entering background&lt;br /&gt;
** Fixed turning on change soldier bug&lt;br /&gt;
** Swiping map to scroll doesn&#039;t update destination position&lt;br /&gt;
* beta2(r1) (21/02/14)&lt;br /&gt;
** Update to upstream 0d04dcc&lt;br /&gt;
** Update SDL2 to 8225&lt;br /&gt;
** Exiting the app now works (thanks to SDL update)&lt;br /&gt;
** Fixes #460 (exit units stats page with back button)&lt;br /&gt;
* beta1&lt;br /&gt;
** [https://drive.google.com/file/d/0B3hKlvL6jSs8cVhXQk4xMkRLZlk apk]&lt;br /&gt;
** [https://drive.google.com/file/d/0B3hKlvL6jSs8Rkpla0s3SGJYSEk data + music]&lt;br /&gt;
&lt;br /&gt;
==Contact==&lt;br /&gt;
You can post on the [http://openxcom.org/forum/index.php?topic=1864.0 forum thread] or try to reach me on irc channel openxcom@freenode (nick &#039;page&#039;).&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Sfalexrog</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Android_port_(OpenXcom)&amp;diff=57199</id>
		<title>Android port (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Android_port_(OpenXcom)&amp;diff=57199"/>
		<updated>2014-06-14T16:30:08Z</updated>

		<summary type="html">&lt;p&gt;Sfalexrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=v1.0=&lt;br /&gt;
&lt;br /&gt;
There is a work-in-progress port to Android of OpenXcom here: [https://github.com/sfalexrog/OpenXcom/ github link]&lt;br /&gt;
&lt;br /&gt;
==Installation instructions==&lt;br /&gt;
* Install OpenXcom on your PC/Mac and make sure it&#039;s working. You&#039;ll need original data for this step.&lt;br /&gt;
* Get the OpenXcom apk from the [http://openxcom.org/downloads/ official site] or [http://openxcom.org/forum/index.php?topic=1864 android port forum thread] and install it on your device. Note that the builds in the forum thread are signed with a debug certificate, so you&#039;ll need to uninstall first if you&#039;re coming from an earlier build.&lt;br /&gt;
* Copy the contents of your data folder from PC/Mac to /sdcard/OpenXcom/data on your device.&lt;br /&gt;
* That&#039;s it! You&#039;re good to go.&lt;br /&gt;
&lt;br /&gt;
==Differences from PC version==&lt;br /&gt;
&lt;br /&gt;
===Geoscape===&lt;br /&gt;
* Base naming dialogue box is moved higher than in the PC version; this is required to prevent on-screen keyboard from obscuring the input field.&lt;br /&gt;
* You can cancel the placement of your first base if you accidentally put it in the wrong place (but see Known Issues).&lt;br /&gt;
* Globe drag-scrolling is enabled by default.&lt;br /&gt;
* You can pinch-zoom the globe.&lt;br /&gt;
&lt;br /&gt;
===Battlescape===&lt;br /&gt;
* Path preview and shoot preview are enabled by default.&lt;br /&gt;
* Drag scrolling is enabled by default.&lt;br /&gt;
* Turning is done by swiping from your soldier in the direction you want him to turn.&lt;br /&gt;
&lt;br /&gt;
==Known issues==&lt;br /&gt;
* There is currently no way to force firing.&lt;br /&gt;
* If you cancel building your first base, the base will still be on the globe. It&#039;s just a graphical glitch, the base will disappear as soon as you select a new place for it.&lt;br /&gt;
* Advanced options menu gets filled with duplicate items if you quit the game by using the &amp;quot;Quit game&amp;quot; button and then re-open it. You have to &amp;quot;swipe&amp;quot; it from recents to prevent this from happening.&lt;br /&gt;
* The game won&#039;t recognize your device&#039;s locale. You&#039;ll still be able to select your language in the options menu.&lt;br /&gt;
* Display filters are not yet properly supported. The only two options that actually work is &amp;quot;Disabled&amp;quot; and &amp;quot;Linear&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=v0.9=&lt;br /&gt;
&lt;br /&gt;
There is a work-in-progress port to Android of OpenXcom here: [https://github.com/cpages/OpenXcom/tree/android github link]&lt;br /&gt;
&lt;br /&gt;
==I just want to play==&lt;br /&gt;
Ok, so if you&#039;re too lazy to build it ;) and just want to give it a try, here are the steps you should follow:&lt;br /&gt;
* Get the beta3 apk [http://openxcom.org/download/mobile/OpenXcom-v0.9-beta3.apk from here] and install (you&#039;ll have to trust me on this, but it only asks for filesystem access)&lt;br /&gt;
* Get the [http://openxcom.org/download/mobile/data-9d292a2a82.zip OpenXcom data]. Unzip all of this in your phone under /storage/sdcard0/openxcom (you should have a /sdcard simlink, so /sdcard/openxcom should work too). If you have an external sd card, you can also place it there (/storage/extSdCard/openxcom).&lt;br /&gt;
* You also need a copy of the original data (you can get that in many places if you don&#039;t have it, like steam). Copy the following folders in the same place (/sdcard/openxcom/data): GEODATA  GEOGRAPH  MAPS  ROUTES  SOUND  TERRAIN  UFOGRAPH  UFOINTRO  UNITS&lt;br /&gt;
* Another, easier way to get the proper data would be to install the desktop version of OpenXcom, then copy the contents of its data folder to /sdcard/openxcom/data. Note that you STILL need the original data during the desktop OpenXcom installation.&lt;br /&gt;
&lt;br /&gt;
==Building from sources (linux)==&lt;br /&gt;
So you&#039;re in for the hard route. It&#039;s been a while since I set up my build env so I might miss some detail, but I&#039;ll try to give an overview of how to build and point out the main caveats you may encounter:&lt;br /&gt;
* Install android sdk &amp;amp; ndk&lt;br /&gt;
* Check out the android branch from my github clone mentioned above&lt;br /&gt;
* Put all the dependencies sources in the jni folder. Simlinks come in really handy, mine ended up looking like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[page@leaf:~/dev/OpenXcom/android]$ ls -l jni/&lt;br /&gt;
total 10&lt;br /&gt;
-rw-r--r--  1 page users   37 13 mai 21:43 Android.mk&lt;br /&gt;
-rw-r--r--  1 page users  216 18 mai 02:19 Application.mk&lt;br /&gt;
lrwxrwxrwx  1 page users   64 11 nov  2013 boost -&amp;gt; /nix/store/jqahwzcg7lags4k21vhr2d8zq931c359-boost-headers-1.54.0&lt;br /&gt;
lrwxrwxrwx  1 page users   37 16 nov  2013 libmikmod -&amp;gt; SDL2_mixer/external/libmikmod-3.1.12/&lt;br /&gt;
lrwxrwxrwx  1 page users   34 16 nov  2013 libwebp -&amp;gt; SDL2_image/external/libwebp-0.3.0/&lt;br /&gt;
lrwxrwxrwx  1 page users   28 11 nov  2013 SDL -&amp;gt; /home/page/dev/3rdparty/SDL/&lt;br /&gt;
lrwxrwxrwx  1 page users   21 11 nov  2013 SDL2_image -&amp;gt; /tmp/SDL2_image-2.0.0&lt;br /&gt;
lrwxrwxrwx  1 page users   21 16 nov  2013 SDL2_mixer -&amp;gt; /tmp/SDL2_mixer-2.0.0&lt;br /&gt;
drwxr-xr-x 10 page users 1736  1 mai 17:20 SDL_gfx&lt;br /&gt;
lrwxrwxrwx  1 page users   33 16 nov  2013 smpeg -&amp;gt; SDL2_mixer/external/smpeg2-2.0.0/&lt;br /&gt;
drwxr-xr-x  2 page users  120 18 mai 02:19 src&lt;br /&gt;
lrwxrwxrwx  1 page users   20 11 nov  2013 yamlcpp -&amp;gt; /tmp/yaml-cpp-0.5.1/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* SDL version used is written in the changelog below&lt;br /&gt;
* Notice that it&#039;s SDL_gfx, not SDL2_gfx. Also, you need to apply [http://sourceforge.net/p/sdlgfx/code/102/tree/Other%20Builds/SDL_gfx-SDL2.patch this patch] (only present in svn, not latest tarball) for it to compile against SDL2.&lt;br /&gt;
* Go to android folder and run &#039;ndk-build&#039; and &#039;ant debug&#039; (for release you need to setup a key)&lt;br /&gt;
* If you have your android device plugged in, &#039;ant debug install&#039;&lt;br /&gt;
&lt;br /&gt;
==Differences with PC version (battlescape)==&lt;br /&gt;
* Path preview is enabled by default&lt;br /&gt;
* Shoot works in the same way as path preview, first press to aim, second to shoot&lt;br /&gt;
* Phone back button acts as right button (quits shooting mode, for instance)&lt;br /&gt;
* Swipe map to scroll&lt;br /&gt;
* Swipe from selected soldier to make him turn and open doors&lt;br /&gt;
&lt;br /&gt;
==Known issues==&lt;br /&gt;
* Don&#039;t leave the game while in text enter mode. When going back, it won&#039;t reappear and you&#039;ll be stuck editing the text.&lt;br /&gt;
* On a few devices, the colors appear wrong (shades of pink). It can be worked around by disabling the &#039;hardware overlay&#039; in &#039;developer settings&#039;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
* beta3 (13/05/14)&lt;br /&gt;
** Update to upstream 9d292a2a82&lt;br /&gt;
** Update SDL2 to 8767&lt;br /&gt;
** OGG music is no longer needed (thanks to upstream)&lt;br /&gt;
** Music no longer plays when entering background&lt;br /&gt;
** Fixed turning on change soldier bug&lt;br /&gt;
** Swiping map to scroll doesn&#039;t update destination position&lt;br /&gt;
* beta2(r1) (21/02/14)&lt;br /&gt;
** Update to upstream 0d04dcc&lt;br /&gt;
** Update SDL2 to 8225&lt;br /&gt;
** Exiting the app now works (thanks to SDL update)&lt;br /&gt;
** Fixes #460 (exit units stats page with back button)&lt;br /&gt;
* beta1&lt;br /&gt;
** [https://drive.google.com/file/d/0B3hKlvL6jSs8cVhXQk4xMkRLZlk apk]&lt;br /&gt;
** [https://drive.google.com/file/d/0B3hKlvL6jSs8Rkpla0s3SGJYSEk data + music]&lt;br /&gt;
&lt;br /&gt;
==Contact==&lt;br /&gt;
You can post on the [http://openxcom.org/forum/index.php?topic=1864.0 forum thread] or try to reach me on irc channel openxcom@freenode (nick &#039;page&#039;).&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Sfalexrog</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Android_port_(OpenXcom)&amp;diff=57197</id>
		<title>Android port (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Android_port_(OpenXcom)&amp;diff=57197"/>
		<updated>2014-06-14T15:39:27Z</updated>

		<summary type="html">&lt;p&gt;Sfalexrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a work-in-progress port to Android of OpenXcom here: [https://github.com/cpages/OpenXcom/tree/android github link]&lt;br /&gt;
&lt;br /&gt;
=Installation instructions=&lt;br /&gt;
* Install OpenXcom on your PC/Mac and make sure it&#039;s working. You&#039;ll need original data for this step.&lt;br /&gt;
* Get the OpenXcom apk from the [http://openxcom.org/downloads/ official site] or [http://openxcom.org/forum/index.php?topic=1864 android port forum thread] and install it on your device. Note that the builds in the forum thread are signed with a debug certificate, so you&#039;ll need to uninstall first if you&#039;re coming from an earlier build.&lt;br /&gt;
* Copy the contents of your data folder from PC/Mac to /sdcard/OpenXcom/data on your device.&lt;br /&gt;
* That&#039;s it! You&#039;re good to go.&lt;br /&gt;
&lt;br /&gt;
=I just want to play=&lt;br /&gt;
Ok, so if you&#039;re too lazy to build it ;) and just want to give it a try, here are the steps you should follow:&lt;br /&gt;
* Get the beta3 apk [http://openxcom.org/download/mobile/OpenXcom-v0.9-beta3.apk from here] and install (you&#039;ll have to trust me on this, but it only asks for filesystem access)&lt;br /&gt;
* Get the [http://openxcom.org/download/mobile/data-9d292a2a82.zip OpenXcom data]. Unzip all of this in your phone under /storage/sdcard0/openxcom (you should have a /sdcard simlink, so /sdcard/openxcom should work too). If you have an external sd card, you can also place it there (/storage/extSdCard/openxcom).&lt;br /&gt;
* You also need a copy of the original data (you can get that in many places if you don&#039;t have it, like steam). Copy the following folders in the same place (/sdcard/openxcom/data): GEODATA  GEOGRAPH  MAPS  ROUTES  SOUND  TERRAIN  UFOGRAPH  UFOINTRO  UNITS&lt;br /&gt;
* Another, easier way to get the proper data would be to install the desktop version of OpenXcom, then copy the contents of its data folder to /sdcard/openxcom/data. Note that you STILL need the original data during the desktop OpenXcom installation.&lt;br /&gt;
&lt;br /&gt;
=Building from sources (linux)=&lt;br /&gt;
So you&#039;re in for the hard route. It&#039;s been a while since I set up my build env so I might miss some detail, but I&#039;ll try to give an overview of how to build and point out the main caveats you may encounter:&lt;br /&gt;
* Install android sdk &amp;amp; ndk&lt;br /&gt;
* Check out the android branch from my github clone mentioned above&lt;br /&gt;
* Put all the dependencies sources in the jni folder. Simlinks come in really handy, mine ended up looking like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[page@leaf:~/dev/OpenXcom/android]$ ls -l jni/&lt;br /&gt;
total 10&lt;br /&gt;
-rw-r--r--  1 page users   37 13 mai 21:43 Android.mk&lt;br /&gt;
-rw-r--r--  1 page users  216 18 mai 02:19 Application.mk&lt;br /&gt;
lrwxrwxrwx  1 page users   64 11 nov  2013 boost -&amp;gt; /nix/store/jqahwzcg7lags4k21vhr2d8zq931c359-boost-headers-1.54.0&lt;br /&gt;
lrwxrwxrwx  1 page users   37 16 nov  2013 libmikmod -&amp;gt; SDL2_mixer/external/libmikmod-3.1.12/&lt;br /&gt;
lrwxrwxrwx  1 page users   34 16 nov  2013 libwebp -&amp;gt; SDL2_image/external/libwebp-0.3.0/&lt;br /&gt;
lrwxrwxrwx  1 page users   28 11 nov  2013 SDL -&amp;gt; /home/page/dev/3rdparty/SDL/&lt;br /&gt;
lrwxrwxrwx  1 page users   21 11 nov  2013 SDL2_image -&amp;gt; /tmp/SDL2_image-2.0.0&lt;br /&gt;
lrwxrwxrwx  1 page users   21 16 nov  2013 SDL2_mixer -&amp;gt; /tmp/SDL2_mixer-2.0.0&lt;br /&gt;
drwxr-xr-x 10 page users 1736  1 mai 17:20 SDL_gfx&lt;br /&gt;
lrwxrwxrwx  1 page users   33 16 nov  2013 smpeg -&amp;gt; SDL2_mixer/external/smpeg2-2.0.0/&lt;br /&gt;
drwxr-xr-x  2 page users  120 18 mai 02:19 src&lt;br /&gt;
lrwxrwxrwx  1 page users   20 11 nov  2013 yamlcpp -&amp;gt; /tmp/yaml-cpp-0.5.1/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* SDL version used is written in the changelog below&lt;br /&gt;
* Notice that it&#039;s SDL_gfx, not SDL2_gfx. Also, you need to apply [http://sourceforge.net/p/sdlgfx/code/102/tree/Other%20Builds/SDL_gfx-SDL2.patch this patch] (only present in svn, not latest tarball) for it to compile against SDL2.&lt;br /&gt;
* Go to android folder and run &#039;ndk-build&#039; and &#039;ant debug&#039; (for release you need to setup a key)&lt;br /&gt;
* If you have your android device plugged in, &#039;ant debug install&#039;&lt;br /&gt;
&lt;br /&gt;
=Differences with PC version (battlescape)=&lt;br /&gt;
* Path preview is enabled by default&lt;br /&gt;
* Shoot works in the same way as path preview, first press to aim, second to shoot&lt;br /&gt;
* Phone back button acts as right button (quits shooting mode, for instance)&lt;br /&gt;
* Swipe map to scroll&lt;br /&gt;
* Swipe from selected soldier to make him turn and open doors&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
* Don&#039;t leave the game while in text enter mode. When going back, it won&#039;t reappear and you&#039;ll be stuck editing the text.&lt;br /&gt;
* On a few devices, the colors appear wrong (shades of pink). It can be worked around by disabling the &#039;hardware overlay&#039; in &#039;developer settings&#039;&lt;br /&gt;
&lt;br /&gt;
=Changelog=&lt;br /&gt;
* beta3 (13/05/14)&lt;br /&gt;
** Update to upstream 9d292a2a82&lt;br /&gt;
** Update SDL2 to 8767&lt;br /&gt;
** OGG music is no longer needed (thanks to upstream)&lt;br /&gt;
** Music no longer plays when entering background&lt;br /&gt;
** Fixed turning on change soldier bug&lt;br /&gt;
** Swiping map to scroll doesn&#039;t update destination position&lt;br /&gt;
* beta2(r1) (21/02/14)&lt;br /&gt;
** Update to upstream 0d04dcc&lt;br /&gt;
** Update SDL2 to 8225&lt;br /&gt;
** Exiting the app now works (thanks to SDL update)&lt;br /&gt;
** Fixes #460 (exit units stats page with back button)&lt;br /&gt;
* beta1&lt;br /&gt;
** [https://drive.google.com/file/d/0B3hKlvL6jSs8cVhXQk4xMkRLZlk apk]&lt;br /&gt;
** [https://drive.google.com/file/d/0B3hKlvL6jSs8Rkpla0s3SGJYSEk data + music]&lt;br /&gt;
&lt;br /&gt;
=Contact=&lt;br /&gt;
You can post on the [http://openxcom.org/forum/index.php?topic=1864.0 forum thread] or try to reach me on irc channel openxcom@freenode (nick &#039;page&#039;).&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Sfalexrog</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Android_port_(OpenXcom)&amp;diff=57195</id>
		<title>Android port (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Android_port_(OpenXcom)&amp;diff=57195"/>
		<updated>2014-06-14T15:26:16Z</updated>

		<summary type="html">&lt;p&gt;Sfalexrog: /* I just want to play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a work-in-progress port to Android of OpenXcom here: [https://github.com/cpages/OpenXcom/tree/android github link]&lt;br /&gt;
&lt;br /&gt;
=I just want to play=&lt;br /&gt;
Ok, so if you&#039;re too lazy to build it ;) and just want to give it a try, here are the steps you should follow:&lt;br /&gt;
* Get the beta3 apk [http://openxcom.org/download/mobile/OpenXcom-v0.9-beta3.apk from here] and install (you&#039;ll have to trust me on this, but it only asks for filesystem access)&lt;br /&gt;
* Get the [http://openxcom.org/download/mobile/data-9d292a2a82.zip OpenXcom data]. Unzip all of this in your phone under /storage/sdcard0/openxcom (you should have a /sdcard simlink, so /sdcard/openxcom should work too). If you have an external sd card, you can also place it there (/storage/extSdCard/openxcom).&lt;br /&gt;
* You also need a copy of the original data (you can get that in many places if you don&#039;t have it, like steam). Copy the following folders in the same place (/sdcard/openxcom/data): GEODATA  GEOGRAPH  MAPS  ROUTES  SOUND  TERRAIN  UFOGRAPH  UFOINTRO  UNITS&lt;br /&gt;
* Another, easier way to get the proper data would be to install the desktop version of OpenXcom, then copy the contents of its data folder to /sdcard/openxcom/data. Note that you STILL need the original data during the desktop OpenXcom installation.&lt;br /&gt;
&lt;br /&gt;
=Building from sources (linux)=&lt;br /&gt;
So you&#039;re in for the hard route. It&#039;s been a while since I set up my build env so I might miss some detail, but I&#039;ll try to give an overview of how to build and point out the main caveats you may encounter:&lt;br /&gt;
* Install android sdk &amp;amp; ndk&lt;br /&gt;
* Check out the android branch from my github clone mentioned above&lt;br /&gt;
* Put all the dependencies sources in the jni folder. Simlinks come in really handy, mine ended up looking like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[page@leaf:~/dev/OpenXcom/android]$ ls -l jni/&lt;br /&gt;
total 10&lt;br /&gt;
-rw-r--r--  1 page users   37 13 mai 21:43 Android.mk&lt;br /&gt;
-rw-r--r--  1 page users  216 18 mai 02:19 Application.mk&lt;br /&gt;
lrwxrwxrwx  1 page users   64 11 nov  2013 boost -&amp;gt; /nix/store/jqahwzcg7lags4k21vhr2d8zq931c359-boost-headers-1.54.0&lt;br /&gt;
lrwxrwxrwx  1 page users   37 16 nov  2013 libmikmod -&amp;gt; SDL2_mixer/external/libmikmod-3.1.12/&lt;br /&gt;
lrwxrwxrwx  1 page users   34 16 nov  2013 libwebp -&amp;gt; SDL2_image/external/libwebp-0.3.0/&lt;br /&gt;
lrwxrwxrwx  1 page users   28 11 nov  2013 SDL -&amp;gt; /home/page/dev/3rdparty/SDL/&lt;br /&gt;
lrwxrwxrwx  1 page users   21 11 nov  2013 SDL2_image -&amp;gt; /tmp/SDL2_image-2.0.0&lt;br /&gt;
lrwxrwxrwx  1 page users   21 16 nov  2013 SDL2_mixer -&amp;gt; /tmp/SDL2_mixer-2.0.0&lt;br /&gt;
drwxr-xr-x 10 page users 1736  1 mai 17:20 SDL_gfx&lt;br /&gt;
lrwxrwxrwx  1 page users   33 16 nov  2013 smpeg -&amp;gt; SDL2_mixer/external/smpeg2-2.0.0/&lt;br /&gt;
drwxr-xr-x  2 page users  120 18 mai 02:19 src&lt;br /&gt;
lrwxrwxrwx  1 page users   20 11 nov  2013 yamlcpp -&amp;gt; /tmp/yaml-cpp-0.5.1/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* SDL version used is written in the changelog below&lt;br /&gt;
* Notice that it&#039;s SDL_gfx, not SDL2_gfx. Also, you need to apply [http://sourceforge.net/p/sdlgfx/code/102/tree/Other%20Builds/SDL_gfx-SDL2.patch this patch] (only present in svn, not latest tarball) for it to compile against SDL2.&lt;br /&gt;
* Go to android folder and run &#039;ndk-build&#039; and &#039;ant debug&#039; (for release you need to setup a key)&lt;br /&gt;
* If you have your android device plugged in, &#039;ant debug install&#039;&lt;br /&gt;
&lt;br /&gt;
=Differences with PC version (battlescape)=&lt;br /&gt;
* Path preview is enabled by default&lt;br /&gt;
* Shoot works in the same way as path preview, first press to aim, second to shoot&lt;br /&gt;
* Phone back button acts as right button (quits shooting mode, for instance)&lt;br /&gt;
* Swipe map to scroll&lt;br /&gt;
* Swipe from selected soldier to make him turn and open doors&lt;br /&gt;
&lt;br /&gt;
=Known issues=&lt;br /&gt;
* Don&#039;t leave the game while in text enter mode. When going back, it won&#039;t reappear and you&#039;ll be stuck editing the text.&lt;br /&gt;
* On a few devices, the colors appear wrong (shades of pink). It can be worked around by disabling the &#039;hardware overlay&#039; in &#039;developer settings&#039;&lt;br /&gt;
&lt;br /&gt;
=Changelog=&lt;br /&gt;
* beta3 (13/05/14)&lt;br /&gt;
** Update to upstream 9d292a2a82&lt;br /&gt;
** Update SDL2 to 8767&lt;br /&gt;
** OGG music is no longer needed (thanks to upstream)&lt;br /&gt;
** Music no longer plays when entering background&lt;br /&gt;
** Fixed turning on change soldier bug&lt;br /&gt;
** Swiping map to scroll doesn&#039;t update destination position&lt;br /&gt;
* beta2(r1) (21/02/14)&lt;br /&gt;
** Update to upstream 0d04dcc&lt;br /&gt;
** Update SDL2 to 8225&lt;br /&gt;
** Exiting the app now works (thanks to SDL update)&lt;br /&gt;
** Fixes #460 (exit units stats page with back button)&lt;br /&gt;
* beta1&lt;br /&gt;
** [https://drive.google.com/file/d/0B3hKlvL6jSs8cVhXQk4xMkRLZlk apk]&lt;br /&gt;
** [https://drive.google.com/file/d/0B3hKlvL6jSs8Rkpla0s3SGJYSEk data + music]&lt;br /&gt;
&lt;br /&gt;
=Contact=&lt;br /&gt;
You can post on the [http://openxcom.org/forum/index.php?topic=1864.0 forum thread] or try to reach me on irc channel openxcom@freenode (nick &#039;page&#039;).&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Sfalexrog</name></author>
	</entry>
</feed>