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Super Smash Flash 2 for iOS 1.1.4

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@DevZer0D4Y DevZer0D4Y released this 13 Oct 05:35
· 5 commits to main since this release

Super Smash Flash 2 for iOS 1.1.4 (build 7) reduces memory pressure during startup and character/stage changes.

  • Compressed sprites move to temporary native disk storage instead of staying in the JavaScript heap. The WebKit integration test paged approximately 326 MB of compressed sprites to disk.
  • Inactive static sprite textures leave a bounded GPU working set and restore through stable logical handles. The target is 128 MB normally, 96 MB on low-memory startup and 64 MB after a memory warning; active draw inputs and modified render targets are preserved.
  • Sampler settings, texture-unit bindings and pixel-store state survive restoration.
  • Local asset responses use no-store to avoid retaining response bodies in the browser cache.
  • The native cache is session-only, reuses freed storage and disappears on app exit.

Keep at least 1 GB of device storage free for normal play; long sessions can require more. If temporary storage cannot be used, compressed sprites fall back to RAM.

Validation: 48-sprite cache stress tests with both RAM and native paging, exact pixel restoration, multiple WebGL contexts, native storage tests, touch/rendering checks, source and IPA audits, and an unsigned iOS Release build. A native macOS WebKit test started a Ness battle, switched to Link and another stage, and reached the next battle without a process termination or sprite-cache read error.

This addresses identified memory pressure, but all crashes on affected iPhones have not yet been verified as resolved. Ruffle can still retain other movie resources.

The IPA is unsigned. Sign it with your sideloading tool. Keep the same signing identity and bundle identifier to preserve existing app data.