edit - I think the play store stuff is ready, try these links:
looking for testers for my android redux port
join here -
step 1 join this group: https://groups.google.com/g/dxxrevival-android-testers
step 2 join testing:
android link: https://play.google.com/store/apps/details?id=com.dxxrevival.app
web link: https://play.google.com/apps/testing/com.dxxrevival.app
here's an apk download:
https://github.com/larsonm-personal/dxx-redux/releases/tag/android-v1.0.0
before I'm allowed to release on the play store it needs to have 12 beta testers. the project is free and open source and the app is/will be free
yes it's a different android port than the wootbeer one. sorry! I've been working on this for about seven months and I kept running into things I wasn't happy about, like "I can't show people this, it can't even play opl3 music!". just as doom sustains many different source ports, maybe we can too
warning: the whole thing is vibe coded, but I've done it in what I think is a high-quality way (I've been writing C++ for 25 years). I have probably 400-500 hours into this, which was amplified by AI models into something that might have taken a few man-years to do the old way. this is closer to a remaster than a port. thanks to prior work by others (rpi port and previous android attempts from years ago), the porting/"look, it runs!" part itself wasn't particularly hard, only a day or so of effort
my intent is to follow the rebirth/retro/redux lineage and keep gameplay accurate to the original. generally, all of the remaster content can be disabled if you just want the original experience
my initial goal has been to be able to play LAN coop with my son, so most of the added content is to smooth out rough edges when doing that (such as a launcher that assists in finding/starting LAN games, coop auto save, resume coop saves from the launcher, coop briefing support, coop guidebot, warp-to, rewind support, etc.). most of my play testing has been with us playing D2, obsidian, castaway, and now D1 (in the D2 engine - I recommend this).
the other main goal was to play through 3rd party missions in spare chunks of time. the launcher helps install missions (it includes a mod manager) and the game tries to auto save on exit, and then the launcher has a save browser that can launch directly back to the most recent save. this has let me play through stuff like kcxf2 without having to even think about saving/loading. it's also only two taps (open launcher - tap on most recent save) to resume play, a lot quicker than for example booting into the game engine, navigating through the menus, trying to remember the last save slot you used, and opening it.
many of the early 3rd party missions had terrifically confusing route-finding challenges (example: obsidian level 3 requires running around till you find ~15 switches). When I was younger I liked this stuff but I got tired of it on mobile so I made a better guidebot that can take you through these, and you can also spawn guidebot in missions that lacked it. it's optional, you can switch to the original guidebot code or just not use it. Playing D1 in the D2 engine lets you use guidebot for D1, as well.
another goal has been to make the thing playable entirely from a phone. you can download the gog installer (.exe or .pkg - note that the gog mac installer has the same contents, it isn't the macplay version) or a CD image to your phone and the game will get all of its assets directly from the downloaded file - no PC setup or prep/extraction is needed. mission zips such as from sectorgame can likewise be imported, and zipped mp3 music packs, dxa mods, and redbook audio straight from a CD image. None of that requires messing with files beyond just pointing the app at them in the android file picker.
I've worked out a decent touch-based interface. my son plays with a gamesir g8 but I play with just my phone and I'm able to play almost as well as I could with mouse+keyboard, which was a big surprise. I think most people will be able to achieve higher effectiveness with touchscreen controls than with a controller, but playing with controllers is fun enough, don't let me discourage you. the controller and touch interfaces are fully customizable and there are a lot of options to play with to tune it for yourself (such as movement based on gyro sensors, which I never found useful, but is implemented). there is also support for android TV (there's a full controller interface, no touch needed). I've done some play testing on my nvidia shield but I don't think it's perfect yet, most testing has been on phones and my retroid pocket 4 pro.
I'd appreciate bug reports. there's an extensive logging system and crash reporting built into the app. this info does not automatically upload to me - the app doesn't have spyware or anything like that. it's just text files on your local device that you can share with me by email or attached to a github issue. competitive multiplayer is the major blind spot in testing so far.
future work: I'm planning on getting rid of the descent 1 code and using d2 engine for everything. I have online multiplayer support (with a matchmaking/relay server) partially implemented but it's hidden for now. maybe integrated voice chat. then I'm planning to extract most of the launcher stuff out to a library so I can move on to other games (there are a bunch of games I want to play that already have android ports but which lack nice things like fully-realized controls editing, game data/mod management, launcher-based matchmaking, etc.). there could be some value in getting this merged back to redux-master and giving the PC version some of the remaster features and bug fixes, but the problem is that redux is, as of today, mostly free from AI slop and it would be rude of me to propose just merging this stuff without a lot of care
here's an image documenting the default touch controls:
https://github.com/larsonm-personal/dxx-redux/blob/cmake/android/android_controls.svg
and the default controller controls:
https://github.com/larsonm-personal/dxx-redux/blob/cmake/android/android_controller_controls.svg
there's too much to list here, please see my full features list:
https://github.com/larsonm-personal/dxx-redux/blob/cmake/android/android_features.md