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Atomic Bomberman 0.7.5

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@github-actions github-actions released this 11 Nov 13:07

Atomic Bomberman 0.7.5, built from 5069899f407ec8d54e4a5804a5ef6e2475635e93.

0.7.5

  • Support Ubuntu 22.04 and newer, plus compatible x86-64 Linux distributions
    with glibc 2.35 or newer and X11/XWayland. The AppImage's launcher, game,
    helpers and bundled libraries are built on Ubuntu 22.04.
  • Fix startup with newer Mesa/LLVM graphics drivers by using the system's
    GCC/C++ runtimes alongside its graphics drivers.
  • Rename the Linux download to atomic-bomberman-0.7.5-x86_64.AppImage, with
    matching checksum and build-manifest names.
  • Check the same AppImage on Ubuntu 22.04, 24.04, 26.04 and Debian 12, then run
    AppImageHub's unchanged catalog checker before publication. Packaging and
    release verification reject bundled ELF requirements above glibc 2.35.

Ordinary AppImage startup continues to work without FUSE. Original game data,
completed HD packs, mods, settings and private server links remain usable.
Protocol 8 and the 0.7.0 compatibility family are unchanged; compatible existing
clients and relays can continue playing together. Physical graphics, audio and
controller hardware are separate from the automated software-rendering checks.

Release verification: published packages, compatibility checks, and deployed relay.

Linux packaging update (2026-11-12)

The existing v0.7.5 Linux AppImage now includes AppStream metadata with a gameplay screenshot, plus the stable GitHub Releases update channel and a matching .AppImage.zsync file for AppImageUpdate-compatible tools. Game executables and bundled libraries are unchanged. The small bootstrap was rebuilt on Ubuntu 22.04 to handle update-information queries. The build manifest records the original package and all repackaging inputs; the version tag remains unchanged.

Updated AppImage SHA-256: 51bed3d7607b278085f6922967a357f9bbba693b2de53fee808cb9698e7256b8.

AppImageHub retest passed and catalogue refresh merged. The official AppImageUpdate CLI detected the same-version replacement, reconstructed the exact published AppImage, and confirmed no further update was needed.

Atomic Bomberman 0.7.4

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@github-actions github-actions released this 05 Nov 13:48

Atomic Bomberman 0.7.4, built from 4587894df1e6d009781e26225c2efbfe8e8ff57c.

0.7.4

  • Restore the original scoreboard and arena alignment in Classic and HD. The
    board, background and HUD share the original canvas, removing the extra gray
    gap and the narrower battlefield. Scores use the original font, palette
    colors and elimination markers; the timer uses its original animation art.
  • Fill widescreen sides with matching arena or menu scenery while preserving
    the complete board and sprite proportions. Resize the window or use fullscreen;
    the presentation adapts automatically. Decorative areas do not accept clicks.
  • Remember the last windowed size between launches. Fullscreen dimensions and
    transition frames do not replace it, including on macOS when the native green
    window button changes fullscreen. Existing profiles keep the default size
    until the window is resized.
  • Fix translucent HD edges darkening when the completed scene is presented to
    the window. Scene rendering now preserves opaque destination coverage with
    separate alpha blending, including the Metal backend. The shaders retain the
    original textured-color calculation.
  • Preserve mod overrides for HUD positions, active font/marker animations and
    RMP/palette colors. Retain the original color percentages during import and
    palette overlays without changing the identity of matching HD artwork.

Completed HD packs, imported assets, mods, settings and private server links
remain usable. No new HD preparation is required. The enhancement format,
protocol 8 and the 0.7.0 compatibility family are unchanged; compatible Classic
and HD clients continue to share LAN and internet games.

Native layout checks execute isolated original routines and compare rendered
Classic/HD pixels with the original or prepared assets. Local macOS checks cover
4:3, 16:9, ultrawide and portrait presentation, missing-cache fallback, retained
HD files and window-size restoration across fresh launches. These checks do not
certify physical input/audio or other platforms' graphics hardware. See the
layout verification.

Verification: release packages, native Mac runtime, live relay and multiplayer results. All five platform builds and publication checks passed. The relay is deployed; two-client and ten-client WAN tests and native HD/Classic play passed.

Atomic Bomberman 0.7.3

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@github-actions github-actions released this 04 Nov 08:18

Atomic Bomberman 0.7.3, built from efec64b11e13a0efa690251fa5410593b070bedd.

0.7.3

  • Fix local-player snapping when delayed host updates catch the owner's clock
    and input changes between fixed captures. Prediction retains validated local
    motion across repeated rebuilds and keeps its active clock monotonic.
  • Preserve the stopped avatar's idle pose when a host walking forecast reaches
    the same position. Position equality no longer substitutes for motion equality.
  • Keep native collision and obstruction checks active during prediction recovery.
  • Move stress-test snapshot comparisons to a bounded background worker so a
    delayed batch cannot block the other clients' gameplay consumers. All state,
    event and movement checks remain required; missing ticks and queue exhaustion
    fail validation, and the worker drains before reporting success.
  • Add optional driver timing diagnostics to separate processing stalls from
    sleep overshoot during relay load tests.

The fixes apply to both Classic and HD graphics. Prepared HD artwork, imported
assets, mods, settings and private server links remain reusable. The HD cache
format, protocol 8 and the 0.7.0 compatibility family are unchanged; clients and
relays in that family remain compatible. Players should update their clients
to receive the movement fixes.

Two deterministic regressions reproduced the prediction defects before the
corrections. The network and game suites then passed 321 test executions,
including 1,056 seeded simulated games. Three ten-client WAN repetitions against
the existing 0.7.2 relay passed after the corrections, comparing 3,502, 3,504 and
3,503 committed ticks with zero application queue drops or send failures.
Matched relay forwarding p99 was 0.3ms in each run, while application RTT still
spiked near one second. These are headless production-session checks, not
physical display/input latency measurements. See the
diagnosis and retained failures.

Release and deployment verification

All five native packages and the platform CI and CodeQL checks passed on the
release commit. The published ARM64 relay was deployed with its private identity
preserved. Fresh two- and ten-client WAN tests passed with zero application queue
drops; the movement check measured 20.94 ms p95 with zero backward corrections.
Native HD/Classic play and reuse of all 1,174 completed HD pages also passed.
See the release validation record.

Atomic Bomberman 0.7.2

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@github-actions github-actions released this 04 Nov 00:31

Atomic Bomberman 0.7.2, built from 40cd3c32d5a9756f788c228cdf05fd8071189a05.

0.7.2

  • Optional HD graphics enhance the installed artwork locally at 4× and render
    at the physical display viewport's resolution. Classic remains the default.
  • HD preparation preserves source palette hues and saturation. The model
    refines luminance, with source-color reconstruction preventing color shifts
    and colored ringing. Early development HD packs need one new preparation.
  • Background page decoding, one upload per frame, and a memory-aware GPU cache
    reduce gameplay stalls. Frame pacing compensates for OS sleep overshoot.
  • Graphics preparation has progress and cancellation; unavailable or failed HD
    rendering falls back to Classic with a reason and Retry.
  • HD preparation uses resource-bounded parallel asset workers, calibrates GPU
    throughput, and retries unfinished work with one worker if parallel inference
    fails. Available-memory checks reduce work under pressure.
  • HD follows active graphical, font and palette mods. Voice/scheme-only mods
    reuse unchanged HD artwork, preserving intentional silent recordings.
  • Switching to Classic keeps completed HD artwork on disk; selecting HD again
    reuses the matching cache. A full M4 Pro preparation took 59 minutes 36 seconds
    with two automatically selected workers; README documents the measurement.
  • Graphics can import a matching HD folder from another computer and export a
    portable HD folder. Transfers validate all pages and support cancellation.
  • The battle HUD restores the original-style gray bar, colored score/kill
    counters, elimination crosses and large timer.
  • A separate battlefield viewport leaves room for top-row avatars below the
    score strip, with uniform scaling for all world objects.
  • The main menu uses the original striped green trigger-bomb cursor with its
    original animation selection and unmodified colors.
  • README credits acknowledge the runtime, enhancement and reconstruction tools.
  • Security dependencies use patched rustls 0.23.46, time 0.3.47 and
    rand 0.8.6, addressing the seven currently reported Dependabot alerts.
  • The HD-tool ZIP reader uses patched zip 9.0.5, including the
    dual-header parsing fix.
    Tokio 1.51.6 includes the upstream AsyncFd safety fix found during the wider
    dependency audit.

The network protocol and compatibility family remain unchanged.

Validation limitation

Mixed Classic/HD LAN and three-player internet checks passed. Two ten-client
WAN stress runs from one Mac over Wi-Fi did not pass: receive-queue overflow
and movement/audit checks failed. Isolated ten-client tests with a simulated
80 ms path passed for both 0.7.1 and 0.7.2. The live failure is still under
investigation, and ten-client WAN acceptance remains open.
See the retained measurements.

Atomic Bomberman 0.7.1

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@github-actions github-actions released this 01 Nov 13:04

Atomic Bomberman 0.7.1, built from 1fdd2ce2a54b59eefb39c5dcd24fe4a21253e9a9.

Version 0.7.1 includes the 0.7.0 menus and asset mods
and fixes a prediction limit exposed by post-deployment WAN validation.

When host updates kept arriving slowly, the owner's clock could advance beyond
the 500 ms prediction window. Rebuilding from a delayed update then compressed
several movement steps into one visible step. Owner captures now stop at the
window until canonical progress allows another step. Bomb/action taps entered
while waiting retain their identities and apply once the window advances.

When a host update catches up with the owner's clock, prediction also retains
the owner's real pose instead of replacing it with the host's held-input
forecast. That retained pose still passes native collision validation against
the new shared world. A confirmed obstruction continues to correct it.

The failing WAN traces are retained with the release evidence. Deterministic
reproduction, queued-tap, host-catch-up and obstruction regressions cover the
fixes; the movement guard and its speed bounds are unchanged.

The diagnostic audit buffer now matches the existing frame window, so a valid
repair burst can be verified without overflowing the test-only audit queue.

This retains protocol 8 and compatibility family 0.7.0. Existing private
server links, TLS identities, imported assets, settings and mods remain valid.
Update clients to 0.7.1 for the movement correction.

The five native packages are Windows x64 portable ZIP, Apple Silicon Mac ZIP,
Linux x86-64 AppImage, and Linux ARM64/amd64 relay archives, each with provenance
and a SHA-256 sidecar. Original game data and private server state are excluded.

Watch the 0.7.0 menus and mods demo
and follow the installation and play guide.

Atomic Bomberman 0.7.0

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@github-actions github-actions released this 01 Nov 11:42

Atomic Bomberman 0.7.0, built from e718967845a82e12f45ba486b70540b3f5761355.

Version 0.7.0 restores the original opening and menu flow, gives LAN and Internet
the same short setup, and adds asset mods that the normal launcher remembers.

Watch the 0.7.0 menus and mods demo.

Menus and multiplayer

  • Main-menu LAN and Internet entries replace the separate network Start
    and Join entries. Both use the original artwork, fonts, player rows and shared
    arena preview.
  • Host setup shows game type, ten colored player rows and connected node names.
    Unused rows start OFF and accept connections. The host can assign AI, close a
    row, switch teams or release a player without disconnecting its computer.
  • Player controls follow the original cycle: Left turns a player OFF; Right
    selects AI before local keyboard/controller controls on the host. Clients
    choose their own controls and identify other players by node nickname.
  • Enter advances from players to the arena and victory target, then starts the
    match. The optional Options screen has one Scheme File selector and the
    other battle rules. Clients follow the host's preview and rules.
  • Host preferences save separately from local-game preferences. Multiple app
    windows sharing one profile preserve each other's changes, including when a
    stale client saves or closes after the host.
  • A client leaving a paused match no longer ends the session. After the normal
    five-second grace, AI takes over and its avatar moves and animates correctly
    on the host and remaining clients.
  • Escape navigates back or pauses/resumes play; it does not quit from the main
    menu. Opening logos, title/menu audio, results and F1 help follow the restored
    flow and explain the current LAN/Internet controls.
  • Enclosure settings expose the original None, two-row, four-row and
    all-the-way choices. Sparse player rows retain their original colors and
    starting positions.

Asset mods

Choose Options → Mods → Choose mod folder → Apply and restart. Later launches
from the normal application, Dock icon or shortcut remember that folder.
Use original assets → Apply and restart switches back.

Original .RSS, .PCX, .ANI, .FON, .SCH, resource and remap files override
the base game. Missing files retain the base asset, and a separate cache leaves
both source folders unchanged. Empty recordings remain intentionally silent;
the audio mixer handles empty looping clips without hanging or retaining voices.
Modded and unmodded players can share a room: the host supplies the map and rules,
while each player keeps their own artwork and audio.

--mod <directory> supplies a temporary override. --no-mod ignores the saved
choice for one launch. An unavailable remembered folder produces an error and
opens the original assets so another folder can be selected. See the
mod guide
for animation/palette requirements.

Upgrade and downloads

Update the relay and all clients together. This release uses protocol 8
(ABG8, QUIC ALPN atomic-bomberman/8, compatibility family 0.7.0). Protocol-7
builds, including 0.6.1, are incompatible and display a version error. Existing
server links, access tokens, TLS identities, settings and imported data remain
valid. The owner-authoritative movement model and 100 ms provisional window are
retained.

  • Windows x64 portable ZIP: Windows 10 22H2 or Windows 11; unsigned.
  • Apple Silicon Mac ZIP: macOS 11 or newer; ad-hoc signed, not notarized.
  • Linux x86-64 AppImage: Ubuntu 24.04 or newer, X11/XWayland.
  • Linux ARM64 and amd64 relay archives: glibc 2.39 or newer.

All five packages include source provenance and SHA-256 checksums. Original game
data and private server configuration are excluded; import your own game data
on first launch. Internet play requires TCP and UDP 443. LAN hosting requires
TCP/UDP 1997. Follow the
installation and play guide.

Atomic Bomberman 0.6.1

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@github-actions github-actions released this 30 Oct 16:13

Atomic Bomberman 0.6.1, built from 88b521986b60c01b05dc1f0b942c72dc02713adc.

Download the Windows x64 ZIP, Linux x86-64 AppImage, or Apple Silicon Mac ZIP and its checksum. Each imports your original game data on first launch. The Windows package is portable and unsigned; the Mac app is ad-hoc signed and not notarized. Original game data and private server endpoints are excluded.

Linux relay archives are available for ARM64 and amd64 (x86-64), with glibc 2.39 or newer. Each includes the service, systemd unit, configuration example, instructions, licenses and provenance. Select the archive for your server CPU.

This patch fixes flame alignment by applying both original per-frame offsets and the native vertical anchor. All ten colors and every flame frame were checked, along with player, bomb, shadow, powerup, tile, destruction and hazard alignment. LAN discovery and gameplay continue to share UDP 1997. Protocol 7 and the 0.5.1 compatibility family are retained: compatible 0.5.1-family clients and relays can continue to interoperate. Version 0.5.0 and earlier is incompatible. Saved server links, TLS identities, settings and imported data remain valid.

Internet play needs TCP and UDP 443. LAN hosting needs TCP/UDP 1997 only. See the README for installation, original data import and private server access. All five packages come from the same tagged source and include build metadata.

Atomic Bomberman 0.6.0

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@github-actions github-actions released this 30 Oct 12:45

Atomic Bomberman 0.6.0, built from 3a6a63c9de73674854f386a22fd5ef6f315450b2.

Download the Windows x64 ZIP, Linux x86-64 AppImage, or Apple Silicon Mac ZIP and its checksum. Each imports your original game data on first launch. The Windows package is portable and unsigned; the Mac app is ad-hoc signed and not notarized. Original game data and private server endpoints are excluded.

Linux relay archives are available for ARM64 and amd64 (x86-64), with glibc 2.39 or newer. Each includes the service, systemd unit, configuration example, instructions, licenses and provenance. Select the archive for your server CPU.

This release adds Windows client and amd64 relay support, shares LAN discovery and gameplay on UDP 1997, and removes duplicate localhost discovery entries. Protocol 7 and the 0.5.1 compatibility family are retained: compatible 0.5.1-family clients and relays can continue to interoperate. Version 0.5.0 and earlier is incompatible. Saved server links, TLS identities, settings and imported data remain valid.

Internet play needs TCP and UDP 443. LAN hosting needs TCP/UDP 1997 only. See the README for installation, original data import and private server access. All five packages come from the same tagged source and include build metadata.

Atomic Bomberman 0.5.1

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@github-actions github-actions released this 30 Oct 08:37

Atomic Bomberman 0.5.1, built from 72fd23839dff4c7caf2038f785ceae692dbf5201.

Download the Linux AppImage or Apple Silicon Mac ZIP and its checksum. Both import your original game data on first launch. Original data and private relay endpoints are excluded. The Mac app is ad-hoc signed and not notarized.

The ARM64 relay archive includes the native service, systemd unit, setup instructions, licenses and provenance. Configure its address privately during setup.

Multiplayer uses protocol 7: each computer controls its own avatars immediately, while the host resolves shared outcomes within a bounded 100 ms provisional window. Upgrade all clients and the relay to 0.5.1; 0.5.0 and earlier are incompatible. Existing certificates, access tokens and saved server links remain valid. Internet play requires both TCP 443 (authentication/lobby/recovery) and UDP 443 (gameplay), with no TCP gameplay fallback. LAN hosts require TCP/UDP 1997 plus UDP 1998. Existing private access links remain valid.

This release fixes delayed owner-motion collision walks beyond 80 pixels and preserves native walking-animation phase through confirmation. Released inputs remain released when prediction enters a new round before canonical confirmation. Reliable repairs use compact frames within the existing control budgets. The main screen displays the game version, and network clients keep Resume, Help and Leave while restart/rematch controls are shown only to the host. Continuous state and render checks accompany gameplay relay-load measurements. Coverage, reproducible evidence and WAN acceptance are recorded in docs/wan-consistency.md. Software presentation bounds do not measure physical displays.

See the README for client installation, original game data import, and creating/importing the private server access key. All three artifacts come from the same tagged commit and include build metadata.

Atomic Bomberman 0.5.0

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@github-actions github-actions released this 29 Oct 21:43

Atomic Bomberman 0.5.0, built from dabf87b7a661fdab3a597d1894ea48feb61afe93.

Download the Linux AppImage or Apple Silicon Mac ZIP and its checksum. Both import your original game data on first launch. Original data and private relay endpoints are excluded. The Mac app is ad-hoc signed and not notarized.

The ARM64 relay archive includes the native service, systemd unit, setup instructions, licenses and provenance. Configure its address privately during setup.

Multiplayer uses protocol 6: each computer controls its own avatars immediately, while the host resolves shared outcomes within a bounded 100 ms provisional window. Upgrade all clients and the relay to 0.5.0; 0.4.x is incompatible. Existing certificates, access tokens and saved server links remain valid. Internet play requires both TCP 443 (authentication/lobby/recovery) and UDP 443 (gameplay), with no TCP gameplay fallback. LAN hosts require TCP/UDP 1997 plus UDP 1998. Existing private access links remain valid.

This release fixes stopped-avatar overshoot, lost short taps during latency spikes, round-boundary input recovery, rejected-action prediction and sustained-delay motion admission. Measured real-relay GUI stopping p95 improved from 295 ms to 48 ms in the recorded follow-up, with no missed actions or backward corrections in that candidate run. These are software presentation bounds, not physical display measurements. The design, original IPX comparison and raw reports are in docs/owner-authority.md.

See the README for client installation, original game data import, and creating/importing the private server access key. All three artifacts come from the same tagged commit and include build metadata.