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Releases: ttom795/LMS_Android
Release list
Version 0.3.4
LEGO Marvel Super Heroes for Android 0.3.4
Tag: v0.3.4 · versionCode 34 · arm64-v8a · Android 9+ · Vulkan 1.1
Fixes
- Saves: Saving and loading progress is now fully fixed. The port used to store “savedgames/slot1/game1” as one flat file named “savedgames_slot1_game1”, but tried to find a save slot by looking for the folder “savedgames/slot1/”. Saves now keep their real folders under port/save/steamcloud and saves made with older builds are moved into those folders on the first launch, so your existing saves should show up.
Asset
| File | SHA-1 |
|---|---|
LegoMarvel-0.3.3.apk |
06ca255d7da49f009a830e1c2cc95753ba4c7786 |
The APK is debug-signed. It contains no game data: use your own copy of the PC game, as described in the README.
0.3.3
LEGO Marvel Super Heroes for Android 0.3.3
Tag: v0.3.3 · versionCode 33 · arm64-v8a · Android 9+ · Vulkan 1.1
New
- FPS counter: shows the frame rate in a corner of the screen.
- Gyro aiming: while you hold X, tilting the phone moves the camera, as in the LEGO Batman port.
Fixes
- Crashes: A handful of missed functions have been implemented.
- Graphics: Minor performance improvement via thread optimisation.
Asset
| File | SHA-1 |
|---|---|
LegoMarvel-0.3.3.apk |
06ca255d7da49f009a830e1c2cc95753ba4c7786 |
The APK is debug-signed. It contains no game data: use your own copy of the PC game, as described in the README.
Version 0.3.1
LEGO Marvel Super Heroes for Android 0.3.1
Tag: v0.3.1 · versionCode 31 · arm64-v8a · Android 9+ · Vulkan 1.1
This is the first release since 0.2.7. Changes are listed against 0.2.7.
New
- Launcher. The app now opens on a start screen, like the LEGO Batman and Skyrim ports.
- Pick the folder that holds your LEGO Marvel Super Heroes install (anywhere on internal storage or the SD card), then press Play.
- The launcher checks the folder before you play:
LEGOMARVEL.exe, theGAME*.DATfiles, andD3DX9_43.dll/D3DCompiler_43.dll(in the folder itself or inredist). It also warns you if yourLEGOMARVEL.exeisn't the Steam build the port was made from. - Files the port writes now live in
<game folder>/port: saves and settings inport/save, pluslog.txtandlast_exit.txt. The first launch copies your saves across from the oldAndroid/data/com.tj.legomarvel/files/save, and an install still inAndroid/data/com.tj.legomarvel/files/gameis filled in for you.
- Custom GPU drivers. The launcher's GPU driver section installs driver zips in the format emulators use (Turnip, Mr. Purple's Adreno builds, or anything with a
meta.json). Pick a driver or the system driver before pressing Play. The drivers are loaded with libadrenotools. - Decode textures on the CPU. A launcher test switch that decodes DXT textures on the CPU instead of the GPU. Loading is slower and memory use is higher, but it might fix Mali GPUs.
Fixes
- Crash: "unimplemented instruction maskmovdqu at 0089abcf" no longer happens. The port was also missing 12 other MMX instructions, and those are now implemented too.
- Graphics: shaders now follow D3D9's maths rules (DXVK float emulation), so a zero-length vector gives 0 instead of an invalid value.
Performance
- The recompiled game code is now built with full optimisation (
-O2), tuned for the phone's CPU. - Fixed a race in the indirect-call cache, where one thread could be handed another thread's function.
- The game's threads use every CPU core again. Fixing that race made multicore stable in testing. To pin them to one core (as in 0.2.7), create an empty
singlecore.txtinport/save. The oldmulticore.txtswitch is gone.
| File | Effect |
|---|---|
singlecore.txt |
Pins the game's threads to one core, as in 0.2.7. |
cpu_textures.txt |
Decodes textures on the CPU. This is the launcher's "Decode textures on the CPU" box. |
serial_shaders.txt |
Compiles shaders one at a time, with an on-screen status line. |
async_shaders.txt |
Draws while shaders compile, so objects pop in as they finish. |
dxvk_user.conf |
Not an empty file: any DXVK settings you put here are applied at launch. |
Asset
| File | SHA-1 |
|---|---|
LegoMarvel-0.3.1.apk |
7c876cfd5a0d55d4fda7b442fad8fd35eb9fff06 |
The APK is debug-signed. It contains no game data: use your own copy of the PC game, as described in the README.
Version 0.2.7
LEGO Marvel Super Heroes for Android 0.2.7
Tag: v0.2.7 · versionCode 18 · arm64-v8a · Android 9+ · Vulkan 1.1
Changes
- Crash fix (test build): the game could crash around 11,000 frames in, while a background thread was updating a shared list. The game was written for x86 CPUs, which keep every core's memory writes in order; phone CPUs don't. The game's own threads now share the phone's fastest core, so they see each other's writes in order, while shader compiles still spread across every core.
- If the game runs noticeably slower, or you want the old behaviour, create an empty
multicore.txtinAndroid/data/com.tj.legomarvel/files/save/.
- If the game runs noticeably slower, or you want the old behaviour, create an empty
- Shaders are handled as in 0.1.5: the game compiles them itself, fully in parallel, using the real GPU. There's no lock and no on-screen status line by default.
- No graphics settings are forced. On the first launch of 0.2.6 or later, a low
pcconfig.txtfrom 0.1.8 to 0.2.5 is renamedpcconfig_low.bak, so the game starts from its own defaults. - Kept from earlier versions: the Video and Port Settings menu (Resolution Scale, Touch Controls, Nintendo Button Layout, aspect ratio from the screen), the shader cache, the Marvel launcher icon, and the fix for a memory leak in the shader compiler.
Known issues
- The first launch sits on a black screen for a while after the logos while shaders compile (about 0.6 s each on an Adreno 610). Later launches load them from the cache.
Asset
| File | SHA-1 |
|---|---|
LegoMarvel-0.2.7.apk |
aa6e273193de51c4eb7fc798c812dc1da0054257 |
The APK is debug-signed. It contains no game data: copy your own files to the phone as described in the README.