How I can apply cheat in Android and where to find save file which you save through save options
For the keyboard-driven cheats, in android, something like "hackers' keyboard" can be configured so you can pull it up from a tile in your notification area. Once that's up, you can type your cheat thingy.
A USB or bluetooth keyboard also works fine.
On iOS, the only option is a USB/bluetooth keyboard. But most people don't seem to use iOS because fen doesn't make iOS builds anymore and mine are relatively unknown and under-tested.
Is there anyway to get a android version for the BOOBs mod?
You could build one yourself, if you feel brave and/or motivated. If you try and get stuck, and you know how to ask your question, feel free to ask and provide relevant error messages, etc..
Adobe's AIR documentation has examples of how to build an AIR mobile app using their AIR SDK and the command-line 'adt' tool.
Additionally if you use linux, Mac OS, or maaybe windows in cygwin, you can also probably get my build environment to package a mobile app, possibly more easily. Actually, the main difference is that the problem spots are different. It's just not anywhere near as refined/streamlined as building a normal game SWF is due to the amount of dumb hackery involved in getting windows java JDK installed in wine, and so on (necessary because the Linux AIR SDK is severely out of date).
Even if you don't use Linux/Unix, you can probably get a lot of mileage out of using my XML files and using my 'adt' invocations in the shell scripts as a model for your own windows commands. My environment also contains some dummy code signing certificates you can use, which are different from the ones I sign my builds with on Android. On iOS, it's the same because it doesn't matter as your phone has to allow running unsigned code (be jailbroken) for it to run, anyway.
Additionally, iOS builds require a 64 bit operating system because Adobe designed it that way.
Also, ADT commands require all arguments in a very specific order, because Adobe designed it that way (i.e., very poorly implemented argument processor). It will fail with basically no useful error messages if your arguments are in the wrong order.
If you do this for iOS, I recommend using the iOS "ipa-debug-interpreter" or "ipa-test-interpreter" targets, as the rest will take an eternity to statically recompile the SWF into native code, and also have a high probability of just failing randomly due to the immense size of the SWF and limits on available RAM, as well as possible compiler bugs. With an unhelpful error message, of course. Interpreter targets work fine and package much faster, but aren't allowed for apps on the iOS app store which is the only reason it's not the default method in AIR for iOS.
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