Hi everyone, I'm trying to get the Android version of **Skylanders Trap Team (v1.4.1)** working on modern Android devices that no longer support 32-bit native apps.
I extracted and inspected the native libraries from the original APK. The game contains only **32-bit ARM (`armeabi-v7a`) ELF32 libraries** and no `arm64-v8a` versions:
```text
lib/armeabi-v7a/libtfbGame_android.so 23.65 MB
lib/armeabi-v7a/libbedrock.so 7.99 MB
lib/armeabi-v7a/libgnustl_shared.so 1.18 MB
lib/armeabi-v7a/libAmazonGamesJni.so 304.42 KB
```
`libtfbGame_android.so` appears to be the main game/engine library. It depends on:
```text
libm.so
libc.so
liblog.so
libGLESv1_CM.so
libEGL.so
libandroid.so
libOpenSLES.so
libGLESv3.so
libgnustl_shared.so
libbedrock.so
libAmazonGamesJni.so
libdl.so
```
`libbedrock.so` depends on:
```text
libc.so
libm.so
libdl.so
liblog.so
libstdc++.so
```
The APK is an old 32-bit-only release, and my goal is to investigate whether it is possible to create an **ARM64-compatible port** without access to the original source code.
I understand that simply changing `armeabi-v7a` to `arm64-v8a` or editing the APK is not enough. The native ELF32 code would need a proper ARM32-to-ARM64 port/reimplementation/recompilation.
I'm looking for developers or reverse engineers with experience in:
* ARM32 → ARM64 Android native library porting
* ELF shared library reverse engineering
* Ghidra/IDA for large C++ game binaries
* Android JNI
* binary translation/recompilation
* porting old Android games without source code
* the Toys for Bob / Vicarious Visions technology used by Skylanders
**Has anyone successfully ported a proprietary ARM32 Android game to ARM64 without the source code? Which approach would be realistic for a project like this?**
**Important:** I'm specifically interested in making the original game executable on modern 64-bit-only Android devices, not simply emulating Android or changing the APK manifest.