You are right in that the app will not work in the simulator. Paul and I suspect something to do with the tool running x86 whilst the devices actually run Arm (or something). Anyhoo, the only real way to test Android apps is with an Android device (2.3+).
It sounds like you are compiling everything fine if you see the AppGameKit Player standby screen (no small achievement so congrats). If it was this easy, everyone would be Android developers
It sounds like the AppGameKit Player does not know you have a bytecode.byc file that needs running, and this step is VITAL.
Make sure you comment in the CORRECT line in the interpreter.cpp. It will be the one below the line: #IFDEF IDE_ANDROID
You will now have a line like this:
strcpy ( g_pInterpreterByteCodeFile, "bytecode.byc" );
Naturally, you will now need to rename your byte code file you copied from your T1 project to become bytecode.byc so the interpreter can find it. This requires your byte code file is in the right place with the right filename.
When I compiled SnakeSnacker for publication on the Android Marketplace, here is where I have my bytecode.byc file:
C:\android\AGK\IDE\apps\SnakeSnacker\assets\bytecode.byc
Also, all my graphics are in:
C:\android\AGK\IDE\apps\SnakeSnacker\assets\
I also made sure the assets folder was listed in my Android project tree by pressing F5 and double checking the bytecode.byc file was present.
With these checks in place, the AppGameKit Player standby screen cannot appear as normal, as the player is now being asked to load the bytecode.byc file which has been confirmed as existing when you pressed F5. Always a good idea to triple check spelling, cases, e.t.c.
Let me know how you get on
I drink tea, and in my spare time I write software.