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Releases: ttom795/LMS_Android

Version 0.3.4

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@ttom795 ttom795 released this 27 Oct 00:45
a11a6f2

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

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@ttom795 ttom795 released this 26 Oct 22:25
a11a6f2

LEGO Marvel Super Heroes for Android 0.3.3

Tag: v0.3.3 · versionCode 33 · arm64-v8a · Android 9+ · Vulkan 1.1

options

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

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@ttom795 ttom795 released this 26 Oct 06:15
6974d94

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, the GAME*.DAT files, and D3DX9_43.dll / D3DCompiler_43.dll (in the folder itself or in redist). It also warns you if your LEGOMARVEL.exe isn't the Steam build the port was made from.
    • Files the port writes now live in <game folder>/port: saves and settings in port/save, plus log.txt and last_exit.txt. The first launch copies your saves across from the old Android/data/com.tj.legomarvel/files/save, and an install still in Android/data/com.tj.legomarvel/files/game is 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.txt in port/save. The old multicore.txt switch 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

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@ttom795 ttom795 released this 24 Oct 02:48

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.txt in Android/data/com.tj.legomarvel/files/save/.
  • 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.txt from 0.1.8 to 0.2.5 is renamed pcconfig_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.