Releases: SuperBox64/Boss-Man
Releases · SuperBox64/Boss-Man
pre-1.0.9-embedded
Boss-Man pre-1.0.9-embedded
Follow-up to pre-1.0.8-embedded: same all-Embedded-Swift, Box2D v3 pure-C lineup, with a movement fix and a smaller binary.
What changed since pre-1.0.8-embedded
- 3D backward movement fixed. In the DOOM and VOXEL bonus scenes, reverse was a toggle and auto-repeat could leave it latched, so backing up felt like a stuck key. Backward is now momentary: it reverses only while the key (or dpad wedge) is held, and releases instantly. ISO was unaffected.
- Smaller wasm: 866 KB (down from 5.2 MB). Box2D now compiles with
-DNDEBUG, dropping its assert machinery and message strings from the binary. - Leaderboard entry fix on the panel rendering path.
- Docs: the repo README now has an Embedded Swift deep-dive (compile flags, step-by-step manual build, why Box2D v3).
Downloads
| Platform | File |
|---|---|
| macOS (signed + notarized) | Boss-Man-Mac-wk.zip |
| Windows x64 (Sigstore signed) | Boss-Man-Windows-x64.zip |
| Windows arm64 | Boss-Man-Windows-arm64.zip |
| Linux x86_64 | .deb / .tar.gz |
| Linux arm64 | .deb / .tar.gz |
| Android | Boss-Man-Android.apk |
| Browser, self-contained file:// bundle | Boss-Man-Web.zip |
Or play instantly at boss-man.us, already running this build.
pre-1.0.11-embedded
Boss-Man pre-1.0.11-embedded
The complete 3D rendering tune-up, all three fixes pixel-verified by the headless test rig.
What changed
- Dots sit centered in their squares in DOOM and VOXEL. Pellet billboards were anchored as if their artwork were vertically centered, but the cube sprite's raised top face meant every dot floated ~10% of its height above the floor, which perspective reads as sitting too deep in the square. Anchors now use the artwork's true bottom edge; measured placement went from 0.70 of the floor square to ~0.58 (center is 0.5) in both modes.
- Bosses are people-sized (from pre-1.0.10): correct linear perspective at every distance, and a catch lands the boss on Pete at exactly 100% of his size.
- TPS report emojis 20% smaller in both first-person modes.
Downloads
| Platform | File |
|---|---|
| macOS (signed + notarized) | Boss-Man-Mac-wk.zip |
| Windows x64 (Sigstore signed) | Boss-Man-Windows-x64.zip |
| Windows arm64 | Boss-Man-Windows-arm64.zip |
| Linux x86_64 | .deb / .tar.gz |
| Linux arm64 | .deb / .tar.gz |
| Android | Boss-Man-Android.apk |
| Browser, self-contained file:// bundle | Boss-Man-Web.zip |
Or play instantly at boss-man.us, already running this build.
pre-1.0.8-embedded
Boss-Man pre-1.0.8-embedded
First release built entirely on Embedded Swift. Every download below runs the same 866 KB wasm binary, roughly 6x smaller than the pre-1.0.7 payload, with no Foundation, no Swift standard library bloat, and no C++ anywhere in the link.
What changed
- Embedded Swift wasm everywhere. The full game (SpriteKit framework + all game code) compiles with
-enable-experimental-feature Embeddedto an 865,854 byte wasm (344 KB gzipped), paired with a 42 KB minified runtime. - Box2D v3 physics, pure C. The C++ Box2D 2.4 bridge is gone. Swift calls the vendored Box2D v3.1.1 C API directly. Built with function/data sections so the linker keeps only the physics the game uses, and with
-DNDEBUG. - Full 32-bit physics masks. Earlier builds truncated category/collision masks to 16 bits.
- Traveler walk animation fix. Embedded Swift has no runtime protocol-conformance lookup, so a protocol cast silently returned nil and leg animation never ran on prior embedded builds. The cast is now a concrete class downcast.
- Gameplay verified by scripted runs: the normal and Embedded builds produce identical scores from identical inputs.
Downloads
| Platform | File |
|---|---|
| macOS (signed + notarized, Apple Silicon + Intel) | Boss-Man-Mac-wk.zip |
| Windows x64 (Sigstore signed) | Boss-Man-Windows-x64.zip |
| Windows arm64 | Boss-Man-Windows-arm64.zip |
| Linux x86_64 | .deb / .tar.gz |
| Linux arm64 | .deb / .tar.gz |
| Android | Boss-Man-Android.apk |
| Browser, self-contained file:// bundle | Boss-Man-Web.zip |
Or play instantly at boss-man.us, which serves the same Embedded wasm.
Memory footprint (macOS WebView app)
| Process | At launch | In game |
|---|---|---|
| WKWebView content | 168.1 MB | 233.8 MB |
| Graphics and Media | 90.4 MB | 114.1 MB |
| Host app | 26.1 MB | 26.0 MB |
| Networking | 6.0 MB | 5.9 MB |
| Total | ~290 MB | ~380 MB |