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SSF2 iOS 1.1.8 — Sequential loading and binary sprite cache

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@DevZer0D4Y DevZer0D4Y released this 15 Oct 04:48

Addresses startup memory pressure, loading stalls and audio interruptions following version 1.1.7.

  • Sprite storage now uses binary requests over the existing offline URL scheme. It no longer uses JavaScript prompts, which interrupted Web Audio during loading, or makes base64/JSON copies of every sprite.
  • Enables SSF2's existing sequential resource loader to reduce overlapping asset decoding. The checksum-verified original stays intact; a derived iOS movie changes exactly one boolean instruction. Both Xcode and packaged builds load the derived movie.
  • Native cache failures show recovery instead of silently building a large RAM cache.
  • Preserves the repeated-Resume fix and existing touch layouts, saves and controls.

Validation: Two successful macOS WebKit startup traces completed at approximately 624 MB of WebAssembly allocation, compared with approximately 784 MB in the old-build trace. This measures WebAssembly allocation, not total process memory. The title/menu responded, a Ness/Mario battle loaded, and an output-graph probe detected a nonzero audio signal. A UIKit Mac Catalyst test passed 1,000 byte-exact binary cache round trips, 500 transient lifecycle/audio notifications, background suspension and one-tap resume. JavaScript, native cache and deterministic one-instruction loader-patch checks passed, as did the unsigned Release IPA audit. Every bundled web/game/runtime file was compared with the verified source.

Physical iPhone startup reliability, headphone output and longer-session stability still need verification. This release does not establish that all underlying memory-related crashes are eliminated. Match memory remains substantial. Restart after WebKit termination still returns to the title and cannot restore a lost match.

Download SuperSmashFlash2-1.1.8-unsigned.ipa, sign it and install it with your sideloading tool. Keep the same signing identity and bundle identifier (com.devz.supersmashflash2) to preserve existing data.