There used to be a blt bug that would occur when cxScreen was an odd value. Now that SDL API is being used for blt operations, this issue no longer exists.
In the initial Android port, stdio FILE I/O was being used to read files. However, files in Android assets cannot be read via this method. To hack around this, the data .pdbs were copied out of Android assets into a location where they could be read.
But now the game data read with the host I/O code. The host I/O is code is responsible for ensuring that data can be read from Android assets. Hence, the old .pdb copying hack is no longer necessary.
Using NULL as the main data dir will tell the SDL API (the current host file I/O) to fallthough and read from the .apk assets. This is currently desirable in every existing case.