github spacefarergames/AloneInTheDarkReHaunted 1.0.1

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Release Notes — Alone In The Dark: Re-Haunted


Version 1.0.1 — Initial Release


✨ Remaster Features

HD Background System

  • High-definition pre-rendered backgrounds replacing the original 320×200 artwork
  • Animated backgrounds with multi-frame playback (e.g., flickering lights, water ripples)
  • Configurable resolution scale (default 2×: 640×400)
  • Progressive frame loading with minimum-frame-for-playback threshold
  • HD Background Archive (backgrounds_hd.hda) — all 1,941 background images packed into a single file for clean distribution
  • Filesystem fallback: loose files in backgrounds_hd/ are supported if no archive is present
  • Memory-mapped file loading on Windows for maximum I/O throughput
  • HD frame border overlays for cinematic letterboxing

Modern Rendering Pipeline

  • bgfx hardware-accelerated rendering with backend support for:
    • DirectX 11
    • OpenGL 3.2+
    • Vulkan
    • Metal (macOS)
  • Background texture management with proper GPU resource lifecycle

Post-Processing Effects

  • Bloom — HDR bright-pass extraction with configurable threshold and intensity
  • Film Grain — cinematic noise overlay for atmospheric effect
  • Screen-Space Ambient Occlusion (SSAO) — depth-based contact shadows
  • All effects independently toggleable with per-parameter tuning

TrueType Font Rendering

  • Optional TTF font overlay for all in-game text (menus, dialogue, inventory)
  • Ships with BLKCHCRY.TTF (Blackadder-style gothic font) by default
  • Configurable font size with proper glyph spacing
  • Option to hide original bitmap text when TTF is active

Full Gamepad Support

  • SDL3-based controller input with analog stick and D-pad support
  • Analog movement with configurable deadzone and sensitivity
  • Fully remappable keyboard and gamepad bindings through in-game menu
  • Default mappings for standard Xbox/PlayStation-style gamepads

Remastered Audio

  • External music playback — MP3, OGG, and WAV music tracks replace the original AdLib/MIDI
  • Audio Archive (audio.hda) — all music tracks and UI sound effects packed into a single file
  • SoLoud audio engine with streaming playback for music
  • UI sound effects (navigation, selection, back, expand) for menu interactions
  • Filesystem fallback for loose audio files if no archive is present

Menu System

  • Startup menu with new game / load game / quit options
  • In-game pause menu with save/load, options, and controls configuration
  • Controls configuration menu for remapping keyboard and gamepad bindings
  • Menu navigation sounds
  • Blurred background option during menus

🛠 Engine Improvements

Embedded Game Data

  • Critical PAK and ITD game data files embedded directly as C++ byte arrays
  • 37 data files compiled into the executable — eliminates dependency on loose ITD/PAK files for core engine initialization
  • Automatic fallback: embedded data is tried first, then filesystem

Stability & Crash Protection

  • Vectored Exception Handler (VEH) — catches access violations, stack overflows, heap corruption, and illegal instructions
  • SEH wrappers on game thread entry points for belt-and-suspenders crash protection
  • Minidump generation on crash for post-mortem debugging
  • PROTECTED_CALL macro — wraps critical operations (stb_image decoding, bgfx resource creation) in structured exception handling
  • Crash log file output with timestamps and stack context

Memory Management

  • MemoryManager — allocation tracker with canary-based corruption detection
  • SAFE_MALLOC / SAFE_FREE — tracked allocation wrappers with file/line tagging
  • TRACK_ALLOCATION / UNTRACK_ALLOCATION — monitors stb_image and third-party allocations
  • Debug memory log (memory_debug.log) with leak detection on shutdown

Resource Lifecycle

  • ResourceGC — deferred garbage collector for large HD background assets
  • Prevents out-of-memory during camera transitions by scheduling old background cleanup
  • Frame-based tick with configurable delay before final free
  • Flush-on-demand before loading new large assets
  • Clean shutdown with onShutdown() to prevent heap corruption at exit

Bug Fixes

  • Sound never stops bug — previous sound effects are now properly stopped before playing new ones, preventing overlapping/stuck audio
  • Player stuck after cellar→caves transition — added NULL checks in animation code to prevent crashes on missing animation data
  • Door shadow rendering — conditional rendering with INFO_ANIM check in both AllRedraw() and drawSceneObjects() to prevent visual artifacts
  • Player stuck in wallsfixPlayerStuckInWall() recovery function
  • Stale file cleanup — removed orphaned source files that caused build issues
  • Double-free crashes — explicit pointer nullification after free in HD background cleanup
  • Frame timing — delta time capping prevents animation speed-up after loading pauses

Configuration System

  • INI-style configuration file (aitd_remaster.cfg) with sections for graphics, post-processing, audio, controller, font, and controls
  • Persistent save/load of all settings
  • Sensible defaults initialized on first run

Version Detection

  • version.txt support — version string displayed in the window title bar
  • Automatic game detection from data files with per-game CVar table initialization

📦 Distribution

Archive Format (.hda)

Both backgrounds_hd.hda and audio.hda use the HDBG binary archive format:

  • Single-file container with table-of-contents header
  • 64-bit offsets for archives up to 16 EB
  • Case-insensitive entry lookup
  • Prefix-based directory listing for animated background frame enumeration
  • No re-compression — raw file data stored as-is for maximum loading speed
  • PowerShell packing scripts included (pack_backgrounds.ps1, pack_audio.ps1)

Asset Summary

Archive Entries Size Contents
backgrounds_hd.hda 1,941 ~1.8 GB Static + animated PNG backgrounds
audio.hda 21 ~40 MB 17 MP3 music tracks + 4 WAV sound effects

Executable

  • Tatou.exe — single Windows executable with custom application icon
  • Embedded PAK/ITD data for core initialization (no loose files needed for engine bootstrap)
  • All third-party libraries statically linked

🔧 Build Information

Component Version
Compiler MSVC (Visual Studio 2026)
C++ Standard C++20
Build System CMake 3.10+
SDL SDL3
bgfx Latest (via bgfx.cmake)
SoLoud Latest (via soloud.cmake)
stb_image Bundled (via bimg)
zlib Bundled

Known Limitations

  • HD backgrounds require original game data files to determine camera indices
  • Post-processing effects require a GPU with shader model 4.0+ support
  • Audio archive does not support streaming from archive (music is loaded fully into memory before playback)
  • AdLib/OPL music emulation is available but external MP3/OGG tracks are recommended for best quality
  • Time Gate: Knight's Chase CVar table support is provisional

Alone In The Dark: Re-Haunted — Because some mansions deserve to be revisited.

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