2. [Mic] Alone in the Dark (CD-ROM) - No Way Out!

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Published on ● Video Link: https://www.youtube.com/watch?v=F1e8cSZfOaE



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Duration: 58:47
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Commentary / Blind Run / 60 FPS / The Original Survival Horror
Playlist: https://www.youtube.com/playlist?list=PL7IEN-HGlR46YMnyF-LS9sFXXv6OpfeDQ
(I recommend this commentated but may put up a "No-Mic" version, too.)
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Moo-hahaha~! Happy Halloween everybody! I figured I'd play a spooky and scary old game for you folks! We all should pay respect to the classics, y'know? I'm going to be learning just as much as you guys seeing that this is my first go at this title. Well... not entirely. I remember playing the start of it as a kid and being freaked out by a window or something. But now it's time to conquer those fears!

But be warned~!:

This is an OLD game when it comes to 3D-stuffs. It'll look, uh... quaint. I like to think it just adds to the scare factor! Some also say it's the grandpappy of the survival horror franchise so you have this mess to thank for Resident Evil and all that! Be prepared for plenty of fumbling around and figuring out where to go/what to do! (Don't worry, I'm an old hand at this kinda thing so it shouldn't get too frustrating! ...Plus the internet exists now.)


Technical Notes
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This was played in the DOSbox program included with the GOG release and I retained their settings barring the Following:

I set the Master volume in "MIXER" to 50:50 (Right:Left) because DOSBox runs the audio a bit too hot by default introducing clipping.

My Screen resolution was set to 2560x1440 (1440p) and the game was rendered in a 1600x1200 frame. This is why there are some black bars on top and bottom. This is done because the game was originally 320x200 but stretched taller on old computer monitors to appear correctly. This stretch is not possible on modern displays without distortion due to the exact nature of pixels unless it is blown up to 1600x1200 (or a multiple thereof). Sounds crazy but that's how it works.

I added the following lines to the config file for dosbox under "[sdl]":

fullresolution=1600x1200
windowresolution=1600x1200
output=openglnb

Openglnb makes there be no innate scaling filter when resizing though it always picks an integer when scaling up so this will actually result in 1600x1000 so under "[render]":

aspect=true
scaler=none

Now it's 1600x1200 without distortion!




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