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Heroes V v0.3.2-dev

Heroes V v0.3.2-dev Pre-release
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@phys-winner phys-winner released this 31 Oct 18:05
6dc7914

Development prerelease for Android ARM64: Heroes V 1.6, Hammers of Fate 2.1 and Tribes of the East 3.1.
Android version 0.3.2-dev / code 7; signed with the existing update key.

Changes since 0.3.1-dev:

  • Fix Android 17 startup: unpacked native engines are made read-only before
    loading, including engines already cached by an earlier APK. All three editions.
  • The game no longer closes on snow. The five random sounds of the snow terrain
    ambience are the only MS ADPCM files of Hammers of Fate and Tribes of the East;
    FMOD decodes them through the Windows Audio Compression Manager, which the port
    lacked, so the first of them (a few seconds after starting on snow, or in a
    battle on a snow arena) stopped the game. The port now provides those ACM calls
    with an MS ADPCM decoder that matches Windows' own codec sample for sample.
    All three editions.
  • Dropping a creature onto an empty army cell works in the caravan, raise-the-dead,
    joining-creatures, garrison and creature-exchange windows (and wherever an empty
    cell hides its icon): the touch adapter looked for the target among visible
    slots only, while the game's own drop takes the hidden empty cell. Tap a stack,
    then tap an empty cell, or drag it there. All three editions.
  • The quick army management of the town and the hero screen (splitting with a
    second finger, the split dialog, collecting and distributing on the army's
    portrait, moving a stack or the whole army to the other portrait) also works in
    those windows. Raising the dead uses the game's own controller with its dark
    energy cost, so a stack can be raised partly. All three editions (no caravans
    in 1.6).
  • The launcher is the shared port launcher base (see "Install and provide game
    resources"); the APK targets Android SDK 37.
  • Sound fixes for very short loops, several cursor laps per mixer step, invalid
    formats and silent 8-bit buffers, and the crash logs of the previous two
    sessions, now apply to Heroes V 1.6 and Hammers of Fate as well.
  • Scenario options can be cycled with swipes and keep their highlight and
    tooltip, heroes show their specialization; deployment reserve stacks can be
    split with a second finger; large panels such as level-up shrink to fit at high
    interface scales; scenario list rows reflow after text wrapping and stay
    scrollable; the object highlight refreshes in small batches.
  • The touch controls, settings and network options that were Tribes of the East's
    only now work in Heroes V 1.6 and Hammers of Fate too: the initiative bar
    portrait and its card, second-finger card taps, the minimap highlight
    (double tap or two fingers), stopping a hero with a quick two-finger tap,
    spellbook page and bookmark swipes, slider and dropdown swipes, the shooter's
    melee drag, the centred deployment portrait, the dropdowns and checkboxes of
    Настройки → Дополнительные, and LAN over Tailscale/VPN. The 1.6 and 2.1
    engine addresses were matched against their own code. Checked on a device: the
    settings page, slider and dropdown swipes, the initiative bar card, the
    two-finger tap, spellbook swipes and bookmarks, scenario swipes. The minimap
    highlight has no visible effect there: the Alt object highlight itself appears
    to be a Tribes of the East feature.
  • The spellbook of Heroes V 1.6 and Hammers of Fate is no longer cut off at the
    top and bottom on wide screens: its camera now widens the view the way Tribes
    of the East does. Tapping a spell selects it again on wide screens; those two
    engines pick spells by fixed 4:3 screen areas, which the port now maps onto the
    widened screen (the spell tooltips follow).
  • Android version is now 0.3.2-dev / code 7.

Requirements: Android 8.0 or later, ARM64, OpenGL ES 3.2 and the supported original game files supplied by the player.

Known limitations: VPN LAN remains experimental and has not been verified with live Tailscale peers; DXVK/Turnip remains disabled; the minimap Alt highlight has no visible effect in 1.6/2.1. Two previously known x87 projection regression failures remain (case 539, O2 and ThinLTO).

Validation

Full regression run: 465 tests, 2 skipped; only the two previously known x87 projection subtest failures remain (case 539, O2 and ThinLTO). Both updated native payload regression tests pass, covering read-only loading, repair of an older writable cache without unpacking, and permission failures. The final APK signature and unchanged update certificate, version and embedded commit, ARM64 ABI, ZIP integrity, 16 KiB APK/ELF alignment and all three XZ engine roundtrips were verified. The Android 17 startup fix has not been tested on a physical Android 17 device.

GPG-signed source: 6dc7914d.

APK SHA-256:

486da98a5fa8af4200daa1fd8a85fa9123d00282a64a15da1b5072016e3a48bc

Heroes V v0.3.1-dev

Heroes V v0.3.1-dev Pre-release
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@phys-winner phys-winner released this 29 Oct 23:42
5a66b65

Fix-only development release for all three Heroes V editions on Android ARM64. It fixes the crash when a town's creature hire window opens and keeps the crash logs of Tribes of the East. This build uses Android version 0.3.1-dev / code 6 and installs over 0.3-dev, keeping game folders, settings, profiles and saves.

Fixes since 0.3-dev:

  • The game no longer closes when the town's creature hire window opens. The
    lifted spell-name lookup missed every spell id above 255 (Fortress runes,
    Stronghold war cries and abilities, Tribes of the East specialities), so
    Fortress and Stronghold towns crashed in single player and LAN games alike, at
    any interface scale. Fixed in Tribes of the East and Hammers of Fate (the same
    crash for the Fortress); Heroes V 1.6 has fewer spells and was not affected.
    The lifter now reads declared jump tables in full; every table longer than 256
    entries is declared for each engine, including the DirectX error-name tables
    that were cut in all three.
  • Tribes of the East keeps the logs of its two previous sessions
    (homm5.1.log, homm5.2.log) and records how the previous game process ended,
    the device, the engine build ID and more crash details (see "Logs and crash
    reports"). Hammers of Fate and 1.6 keep the old single log.
  • Android version is now 0.3.1-dev / code 6.

Reporting a crash

Tribes of the East: send homm5.1.log (the session that crashed) and homm5.log from /sdcard/HeroesV/userdata/. See Logs and crash reports.

Requirements

  • Supported original Heroes V 1.6, Hammers of Fate 2.1 or Tribes of the East 3.1 game files.
  • ARM64 Android 8.0 or later and OpenGL ES 3.2.
  • See the supported original games and build/install documentation.

Known limitations

  • The ToE PGO profile predates the two regenerated functions; they are compiled without profile data until the profile is retrained.
  • The extended crash logs are ToE-only; Hammers of Fate and 1.6 keep a single homm5.log.
  • At a 200% interface scale the rows of the scenario list overlap.
  • The HoF hot-seat hero-battle crash reported earlier was not reproduced; it may share the Fortress spell-name cause fixed here, but no fix is claimed for it.
  • The oversized spellbook reported on Pixel 10 was not reproduced.
  • New Creature Framework is off by default and requires a mod supplying the creature records.
  • VPN LAN support is experimental and has not been tested with live Tailscale peers.
  • DXVK/Turnip support remains disabled; the release uses OpenGL ES.

Validation

The crash was reproduced before the fix in Tribes of the East (LAN as Fortress, single player as Stronghold) and Hammers of Fate (single player as Fortress). On test phones the fixed engines opened the hire window and bought creatures in Tribes of the East (single player as Stronghold at 200% UI, LAN as Fortress and Stronghold), Hammers of Fate (Fortress) and 1.6 (Academy). The final APK was installed over 0.3-dev and Tribes of the East started with the new log header. 434 regression tests ran; only three known earlier failures remain (two x87 projection subtests and a refresh-rate Java fixture). All three engines use ThinLTO; ToE also uses its PGO profile. APK signature/update certificate, ARM64 ABI, ZIP CRC, native XZ hashes and 16 KiB APK/ELF alignment were verified.

Source: 5a66b65, GPG signature verified. One commit follows v0.3-dev.

APK SHA-256:

ae4a174efbec1bcaaa6c6dbd7ada786bd2b34741ff11d0b3dfb13dab263f010f

Heroes V v0.3-dev

Heroes V v0.3-dev Pre-release
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@phys-winner phys-winner released this 29 Oct 17:21
48d1089

Development release for all three Heroes V editions on Android ARM64, with improved sound, touch controls, launcher recovery and legacy widescreen UI. This replacement build uses Android version 0.3-dev / code 5.

Changes since 0.2-dev:

  • Troop deployment supports dragging stacks from the battlefield to reserve slots
    and back in ToE 3.1, Heroes V 1.6 and Hammers of Fate 2.1.
  • While aiming in battle, a resting second finger shows the creature's details
    card without losing the attack preview. Lifting the second finger closes the
    card and resumes aiming; lifting the aiming finger first issues no order and
    keeps the card until the second finger lifts. ToE keeps the camera still while
    a card is open and supports a second-finger tap to keep it until the first lifts.
  • Holding a map or town object, or a combat control such as the initiative bar,
    requests its details card after its tooltip appears. The original right-click
    tooltip setting is respected. These controls work in all three editions.
  • The in-game control guide and the controls table document the new gestures.
  • All editions use a 32-tap windowed-sinc resampler for non-48 kHz sound buffers,
    replacing sample repetition. Normal AAudio output and queue refill after late
    mixer wakes improve audio continuity; mixer threads use the revised priorities
    and can run on all CPU cores.
  • ToE's additional settings use dropdowns for render/UI scale and refresh-rate
    limits from the display's supported rates, plus touch-cursor and VPN LAN checkboxes.
  • ToE sliders move relative to their current value on a swipe; dropdowns open on
    swipe start and select on release. Deployment portraits stay under the finger.
  • ToE initiative-bar portraits can be selected with one tap and opened with the
    next, without holding. Each subsequent tap switches once between the card and
    effects; tapping elsewhere closes the card without issuing a battlefield order.
    Second-finger taps over a held portrait also switch once between these views.
  • ToE supports forcing an active shooter's melee attack by dragging to the enemy,
    and a two-finger map tap to stop the hero or cancel targeting.
  • Double-tapping the ToE minimap, or tapping it with two fingers, toggles object
    highlighting without moving the camera. A single minimap tap waits 0.4 seconds.
    Reused highlight handles avoid rebuilding unchanged selections every frame;
    lists are rebuilt when changed and periodically refreshed every 30 frames.
  • ToE spellbooks accept horizontal page swipes and vertical bookmark swipes;
    near-miss school-tab taps select the closest bookmark within the snap distance.
  • Experimental ToE VPN LAN support adds launcher peer addresses and an in-game
    switch, off by default, for Tailscale-style discovery and tunnel addresses.
    Peer names resolve in a background thread. Live VPN play remains untested.
  • DXVK/Turnip renderer sources, capability probes, bridge generation/build tools,
    dependency hashes and license notes are included for development. The renderer
    UI and probe service are disabled, and the default APK ships no DXVK/Turnip
    runtime libraries; the experimental GPU stall remains unresolved.
  • A successful-start marker identifies the installed build and is cleared before
    each engine start. After an update or an unsuccessful start, the app icon opens
    the launcher; a successful start restores automatic game launch.
  • The launcher brings back a running game only while its game activity still has
    an Android task, so a process surviving a removed task cannot hijack the launcher.
  • ZIP import recognizes Cyrillic CP866 names from Windows archivers, including
    names whose bytes also form valid UTF-8. Explicit UTF-8 and valid Unicode extra
    fields retain precedence; other names use the existing decoding fallbacks.
  • ZIP import restores file modification times from DOS, extended Unix or NTFS
    timestamps, including the metadata written by 7-Zip.
  • Archive inspection and extraction report decoder/runtime failures and Java
    errors through the launcher instead of leaving an unfinished import. Existing
    CRC checks and extraction cleanup are retained.
  • Missing or blocked system file pickers show an error. Refused foreground-service
    starts are logged and extraction continues while the launcher is on screen.
  • Sparse graphics buffer remapping uses local pointers, chooses index width once,
    prefetches scattered reads and checks the gathered vertex range once per draw.
    The same implementation now serves all three engines; no FPS gain is claimed.
  • Heroes V 1.6 and HoF 2.1 use widescreen anchors for new-day/week and tactics
    messages, announcement boxes, turn timers, edit dials, Fort on the Hill,
    mission objectives and the right combat hero panel.
  • HoF loading screens regain the gradient background supplied by the original
    game around the resized loading artwork.
  • The launcher adds an optional New Creature Framework switch for ToE 3.1,
    disabled by default. It raises the creature count from 180 to 1000 and guards
    random-map copies of missing creature map visuals. Mods must supply the creature
    records; enabling it with an unmodified game prevents startup.
  • New Creature Framework uses host values in the translated code, preserving its
    control flow and compatibility with the existing ToE PGO profile.
  • Native address mappings, layout patch anchors and source hashes are updated in
    all three edition contracts for the shared touch and rendering changes.
  • Regression coverage is extended for two-finger contact order, creature cards,
    reserve deployment, successful-start markers, sparse buffers, CP866 ZIP names,
    archive timestamps and New Creature Framework transforms and host values.
  • The release uses the retrained ToE PGO profile covering menus, adventure views,
    hero interaction and battles. Vanilla and HoF still build without PGO; the local
    profile is a build input outside Git. No measurable FPS gain was established.
  • Android version is now 0.3-dev / code 5; local APK filenames and version
    documentation follow that version.

Requirements

  • Supported original Heroes V 1.6, Hammers of Fate 2.1 or Tribes of the East 3.1 game files.
  • ARM64 Android 8.0 or later and OpenGL ES 3.2.
  • See the supported original games and build/install documentation.

Known limitations

  • New Creature Framework is off by default and requires a mod supplying the creature records; enabling it with the unmodified game prevents startup.
  • VPN LAN support is experimental and has not been tested with live Tailscale peers.
  • DXVK/Turnip support remains disabled, and its runtime libraries are not packaged. The experimental GPU stall remains unresolved; use OpenGL ES.
  • The oversized spellbook reported on Pixel 10 and the HoF hot-seat hero-battle crash were not reproduced; no fix is claimed for either.
  • Extended campaign, save/load and legacy LAN checks remain outstanding. Vanilla/HoF still lack their own PGO profiles and the ToE-only generated-code optimizations.
  • This final replacement APK was not installed or device-tested during release preparation.

Validation

All 130 focused regression tests passed. All three engines use ThinLTO; ToE also uses its current PGO profile. APK signature/update certificate, ARM64 ABI, ZIP CRC, native XZ hashes and 16 KiB APK/ELF alignment were verified.

Source: 48d1089, GPG signature verified. Exactly one commit follows v0.2-dev.

APK SHA-256:

2827af9084d14483a7c4822c429b8ceee0947609ce6306a460ae15fe67b3b79f

v0.2-dev

v0.2-dev Pre-release
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@phys-winner phys-winner released this 27 Oct 18:38
v0.2-dev
119ed50

Development release for Android ARM64 with support for all three Heroes V editions.

  • Add Heroes V 1.6 and Hammers of Fate 2.1 alongside Tribes of the East 3.1, with separate settings and saves.
  • Improve widescreen UI, in-game cutscenes, touch controls, and configurable touch cursor offsets.
  • Improve audio continuity with edition-specific FMOD scheduling, adaptive AAudio buffering, and town music pause fixes.
  • Optimize shader alpha testing, terrain shadow filtering, and graphics buffer handling.
  • Package native engines as verified XZ payloads, unpacked on first launch.

Requires the supported original game files and ARM64 Android 8.0+ with OpenGL ES 3.2. See the supported game versions.

Heroes V 0.1-dev (5e6c856e)

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@phys-winner phys-winner released this 25 Oct 21:24
d1734c8

Предварительная Android-сборка Heroes V 0.1-dev.

Установка: скачайте и установите heroes-v-0.1-dev-5e6c856e.apk.

SHA-256: 5e6c856efcb8c1212c5dcc0c48e925d7c019a2cdaa22cbb80a42cdd75e10eb93