If Loader.swf can launch SDT.swf then there's no need for a single merged file. People would simply download an existing Loader package, deploy it onto their phone's filesystem, and then run
Loader.swf using a sideloaded SWF player (or a legacy browser app).
If Loader.swf can't open SDT.swf then
SDT.swf won't be able to access
.\Mods\SexySpectacles.swf. In order for the game to include sexy spectacles, that mod would need to be incorporated into the single SWF file. Each pair of spectacles would need to be hardcoded into
SDT.swf, in the same way as the vanilla eyewear. The person assembling the APK package would need to do the same for
hundreds of imports: clothing, accessories, hairstyles, backgrounds, dialogues, etc. Any content excluded from the package would become inaccessible to smartphone users. The modding scene would be very different; you'd presumably have a few curators serving as intermediaries (preparaing and publishing APK files) instead of users downloading SWF files on their own initiative. Patches, updates, and customization/personalization would be much more complicated.
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Flash games in general (and SDT in particular) suffer poor performance even on high-spec PCs. If you run the game on your phone then its graphical quality and framerate will become even worse. Loader mods also tend to
worsen performance problems -- by introducing additional clothing layers, creating excessive bukkake scenes, performing complex anatomy replacements, failing to cleanup unused sprites, etc. Many Loader mods rely on keyboard shortcuts (such as the F2 key in
animtools) or combination mouse gestures (such as Shift + LMB + drag); such actions would be tricky to perform on a virtual keyboard. SDT is hardcoded to employ a 4:3 aspect ratio and its UI doesn't fit properly onto a 16:9 display.
You're asking someone to put in considerable amount of work, in order to deliver a
more convenient and accessible version of a game. That's a worthy goal. But the finished product would be
slow,
awkward to use, and probably
disappointing for any first-time users. Veteran users would probably try it out, say
"that's neat", and then delete the APK and go back to playing the game on PC. The development of this new package would involve infringement of
intellectual property, since you'd be merging code and assets from various people (most obviously
@Konashion and
@ModGuy) and then tinkering everything so that it fits together. Any effort expended on the Android SWF would be "orphaned": it would not lead to any improvements for PC users, and it would not generate a usable iOS build of the game. It's possible that the total number of man-hours needed to
create this product would exceed the combined number of man-hours spent by everyone
playing the Android version of the game.
If you're dedicated to the idea then I would encourage you to focus your attention on a
remake project. It's entirely possible to have a SDT-like game on your phone. The game would simply need to include smartphone support as a
design goal. That single goal would influence many aspects of the game's development: the selection (or creation) of an underlying game engine, the game's UI, control scheme, file system, modding framework, local data storage, network access policy, privacy features, etc.