Debug mode is actually working fine (when enabled in the code), I just used an incorrect project which did not have a valid startup scene when in debug mode
It runs a little slower than non-debug mode with the true type font used to show debugging info on the screen, but that's probably normal.
Now I tried to enable debug mode with the settings.xml file. That's more tricky. I used the file with a small fix so that the XML parser recognizes it
<?xml version="1.0" encoding="UTF-8"?>
<Settings>
<Debug>
<DebugMode>1</DebugMode>
</Debug>
</Settings>
but then I found out that its not as easy as I thought. The Debug mode will only be used if read from the "local" settings.xml, because that happens very early, before the "non-local" settings.xml is read.
Although I haven't yet understood everyting about Android's file systems and paths yet, I am afraid that this won't work for this platform.
As far as I understand, the package creation process doesn't simply package all files from the project. It will package the Java code, add native shared libraries when they exist (actually, wmelite is "only" a native shared library on this platform), parse and add GUI elements (icons, layout xml, resource xml files), and so-called "assets". The only way to ship an arbitrary file in an app package is to place it in the "assets/raw" subfolder (50MB limit when the app is to be published in Google Play). All these files could actually remain in the app package (some even compressed) and will not be extracted to the file system. I think shared libraries are extracted so that they can be loaded with standard system calls when the virtual machine requests them.
When an app is started, it has a "private folder" to store application-private data. This is separated from the folders that are present in the app package. One consequence of this is (maybe also when you consider that Android tablets support "multi user" with different settings per user) that there is not an obvious relation between the paths where app settings are stored and where the app itself is installed. And it could be implemented differently by different manufacturers.
If game data exceeds 50 MB, another storage location for these so-called "expansion files" is added. They are stored on a different path, which depends on the location of Androids "external storage" concept.
Again, not 100% sure about all of this, but that's how it looks to me at the moment.
Long story short, the problem is that wmelite does not support that many different paths resp. methods to read (compressed) files that would be required for proper Android support. I'll need to think about this. In the meantime, I'll probably leave things as they are at the moment.