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The Elder Scrolls III: Morrowind · OpenMW Android
PORTSNATIVE

The Elder Scrolls III: Morrowind · OpenMW Android

NATIVE PORTROLE-PLAYING / RPGANDROIDBETA

The Elder Scrolls III: Morrowind · OpenMW Android

The Elder Scrolls III: Morrowind

OriginWindows

TechnologyNative C/C++ port (engine reimplementation)

Available forAndroid

View official project

About the project

The Elder Scrolls III: Morrowind es la tercera entrega de la conocida serie de videojuegos de rol The Elder Scrolls. El videojuego fue publicado en América del Norte y Europa para PC y Xbox entre el 1 de mayo y el 22 de noviembre de 2002, y ha sido desarrollado por Bethesda Game Studios y distribuido por Bethesda Softworks y Ubisoft. El juego ha vendido más de 4 millones de copias en todo el mundo. El juego ha sido lanzado en inglés, pero cuenta con una traducción no oficial al español.

5 versions of The Elder Scrolls III: Morrowind

You're viewing: OpenMW Android

OpenMW Androidgithub.com/Sisah2/openmw-android
Android
Current
Androidgitlab.com/duron27/alpha3
Android
›
Androidopenmw.org
Windows
Android
Linux
macOS
›
OpenMWgithub.com/OpenMW/openmw
Windows
Linux
macOS
Android
›
OpenMW Android (Andiweli)github.com/Andiweli/OpenMW-Android
Android
›

Official project information

Author's original READMEOpen on GitHub ↗

OpenMW for Android

Google Play | Google Play (Nightly)

F-Droid | F-Droid (Nightly)

FAQ & Info

Building

There are two steps for building OpenMW for Android. The first step is building C/C++ libraries. The second step is building the Java launcher.

Prerequisites

You will need some standard tools installed that you probably already have (bash, gcc, g++, sha256sum, unzip).

CMake 3.6.0 or newer is required, you can download the latest version here (and place in your PATH) if your distro ships with an outdated version.

Additionally, to build the launcher you will need Android SDK installed, it is suggested that you use Android Studio which can set it up for you (see step 2).

Step 1: Build the libraries

Go into the buildscripts directory and run ./build.sh. The script will automatically download the Android native toolchain and all dependencies, and will compile and install them.

Step 2: Build the Java launcher

To get an APK file you can install, open the openmw-android directory in Android Studio and run the project.

Alternatively, if you do not have Android Studio installed or would rather not use it, run ./gradlew assembleDebug from the root directory of this repository. The resulting APK, located at ./app/build/outputs/apk/debug/app-debug.apk, can be transferred to the device and installed.

Notes for developers

Debugging native code

You can debug native code with ndk-gdb. To use it, once you've built both libraries and the apk and installed the apk, run the application and let it stay on the main menu. Then cd to app/src/main and run ./gdb.sh [arch]. The arch variable has to match the library your device will be using (one of arm, arm64, x86_64, x86; arm is the default).

This also automatically enables gdb to use unstripped libraries, so you get proper symbols, source code references, etc.

Running Address Sanitizer

To compile everything with ASAN:

# Clean previous build
./clean.sh
# Build with ASAN enabled & debug symbols
./build.sh --ccache --asan --debug
# Or: ./build.sh --ccache --asan --debug --arch arm64

Then open Android Studio and compile and install the project.

To get symbolized output:

adb logcat | ./tool/asan_symbolize.py --demangle -s ./symbols/armeabi-v7a/
# Or: adb logcat | ./tool/asan_symbolize.py --demangle -s ./symbols/arm64-v8a/

Credits

Source code

Original Java code written by sandstranger. Build scripts originally written by sandstranger and bwhaines.

Read official guide
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PROJECT FILE

Project type
NATIVE PORT
Genre
Role-Playing / RPG
Status
beta
Original platform
Windows
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
—

Target platforms 1

Android
View on GitHub
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