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The Android port gets an OpenXR session in the host (Khronos loader, core OpenXR plus XR_KHR_opengl_es_enable): on a headset the game keeps its 640x480 layout drawn at the eye images' resolution, renders the player's view once per eye from the tracked eye poses through asymmetric frusta, and shows the HUD and menus as a head-locked or room-fixed quad layer. The head aims the player; the right stick turns; the Touch controllers map onto the Xbox pad; rumble goes to the controllers. Frames without a player view (menus, loading, cinematics) go onto a screen in the room. A marker file, xr_test, runs a self-test of the session, layers, colour path and controllers without game data. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>