
iOS
I've rebuilt all the engine's dependent libraries (SDL-1.3+, sdl_ttf, sdl_mixer, sdl_image, THEIR dependencies, etc) from source, mostly from the latest releases with darkgod's additions foward ported as needed. Important note: top-of-trunk SDL contains new mobile-specific functionality for both graphics and the touch interface that will have a place in new T-Engine code.
While most of the libraries build "out-of-the-box" using Xcode 4.3.1 but you'll need to download a GLu replacement for OpenGL ES at least: http://code.google.com/p/glues/.
Apple won't allow LuaJit to run under iOS, but either the interpreted version or the standard Lua engine should work fine. I'm using the standard implementation because I figure it is more likely to work

Here are the final linking issues I've hit during the engine build:
- The latest versions of PhysFS (not the one included with the t-engine source) contains iOS support, but some custom work from the engine had to be ported in due to the newer version missing those symbols required by the engine.
- OpenGL ES also does not provide the following functions.. but, here are the fixes!
glOrtho: http://stackoverflow.com/questions/7131 ... z-values-f
glClearDepth: http://stackoverflow.com/questions/4704 ... ng-problem
glPush/PopAttrib: http://stackoverflow.com/questions/4657 ... -opengl-es
- Many symbols exported in SDL_compat.h are missing. Issues in the compatibility layer aren't unexpected, but I haven't had time to look into these:
SDL_WM_ToggleFullScreen
SDL_SetAlpha
SDL_ListModes
SDL_SetGamma
SDL_WM_SetCaption
SDL_EnableRepeatKey
I've also been able to package the engine's requisite file structure and I don't think there will be any issues there. Adding additional TE4 modules (ie InfiniteRoad) once the app is installed on a device would require the device to be jailbroken (!). Save games are large, yes, but iPads start at 16GB... plus there's always iCloud

Android
I haven't really started on this side of things, but the process is similar to iOS. Use the Android NDK to build everything. It provides a mechanism for native-only applications, so a Java wrapper isn't a strict requirement. The OpenGL ES and SDL issues apply to Android as well as iOS. I haven't looked at Android support in PhysFS yet.
Happy hunting!
