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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_ANIMcheck in bothAllRedraw()anddrawSceneObjects()to prevent visual artifacts - Player stuck in walls —
fixPlayerStuckInWall()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.txtsupport — 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 ChaseCVar table support is provisional
Alone In The Dark: Re-Haunted — Because some mansions deserve to be revisited.