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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.