Hey wini!
Building on Android is no standard feature afaik.
If you use Dahnielsons branch, you have to create a new CMake toolchain for the ARM toolchain that you get when installing the Android NDK.
Set some flags and see how far it gets when compiling stuff. You might have to replace some 3rdparty software with Android friendly ones, I don't know if everything will work out of the box. You also might want to turn off all executables and build the player/editor as well as MCore and MEngine static libraries. Dahnielsons branch uses SDL, which ships with ready made Android makefiles. You need to exclude it from the CMake build. If you got that, use ndk-build to compile the SDL version directly.
Then you need to write some code to a) Link all Maratis libraries + player statically into one .so file using the NDK with ndk-build b) To load this code into an Android app written in Java.
It should now run on any ARM based Android device. There is some additional magic involved in getting big data files for assets on Android which is necessary before this is a viable option for delivering a game (pack everything into the APK and unpack it at the first launch? Or download it from the web?).
This is all in all a heavy task, more so if you are a newcomer to Maratis (or any code base for that matter) which needs some coding to get it to work properly.
Cheers!
PS: I was using those toolchain files: https://github.com/Sponk/NeoEditor/tree
Toolchains for my own experiments
Disclaimer: I did not write those myself, read the credits in the file header for more information.