Difference between revisions of "Half-Life/Technical information"

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The polygon models in the Dreamcast version have about twice as many polygons as the PC version. The zombies in the original PC version had 844 polygons, which was almost doubled to 1649 polygons in the Dreamcast version.{{ref|[https://forum.beyond3d.com/threads/yes-but-how-many-polygons-an-artist-blog-entry-with-interesting-numbers.39321/ "Yes, but how many polygons?" An artist blog entry with interesting numbers]}} In the PC version, other characters had up to 1000 polygons and bosses up to 2500 polygons,{{ref|[https://forum.thegamecreators.com/thread/46032#msg477010 Acceptable polygon count for FPS characters]}} whereas the Dreamcast version's characters have up to 2836 polygons and bosses up to 3411 polygons.{{ref|[https://forum.beyond3d.com/threads/yes-but-how-many-polygons-an-artist-blog-entry-with-interesting-numbers.39321/page-79 "Yes, but how many polygons?" An artist blog entry with interesting numbers (page 79)]}}
 
The polygon models in the Dreamcast version have about twice as many polygons as the PC version. The zombies in the original PC version had 844 polygons, which was almost doubled to 1649 polygons in the Dreamcast version.{{ref|[https://forum.beyond3d.com/threads/yes-but-how-many-polygons-an-artist-blog-entry-with-interesting-numbers.39321/ "Yes, but how many polygons?" An artist blog entry with interesting numbers]}} In the PC version, other characters had up to 1000 polygons and bosses up to 2500 polygons,{{ref|[https://forum.thegamecreators.com/thread/46032#msg477010 Acceptable polygon count for FPS characters]}} whereas the Dreamcast version's characters have up to 2836 polygons and bosses up to 3411 polygons.{{ref|[https://forum.beyond3d.com/threads/yes-but-how-many-polygons-an-artist-blog-entry-with-interesting-numbers.39321/page-79 "Yes, but how many polygons?" An artist blog entry with interesting numbers (page 79)]}}
  
===VMU Features===
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===VMU features===
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[[Category:Use DCSaveTable template]]
 
[[File:HalfLifeDreamcast CodeScreen.png|thumbnail|right|Due to varying large VMU file sizes, a password system can be used instead to save progress.]]
 
[[File:HalfLifeDreamcast CodeScreen.png|thumbnail|right|Due to varying large VMU file sizes, a password system can be used instead to save progress.]]
 
''Half-Life'' is able to save progress anywhere in the game, however the further along in a chapter, the larger the file can get. Alternatively the game allows progress to be saved via a password system.
 
''Half-Life'' is able to save progress anywhere in the game, however the further along in a chapter, the larger the file can get. Alternatively the game allows progress to be saved via a password system.

Latest revision as of 06:23, 5 September 2024

Back to: Half-Life.

Technical information

The polygon models in the Dreamcast version have about twice as many polygons as the PC version. The zombies in the original PC version had 844 polygons, which was almost doubled to 1649 polygons in the Dreamcast version.[1] In the PC version, other characters had up to 1000 polygons and bosses up to 2500 polygons,[2] whereas the Dreamcast version's characters have up to 2836 polygons and bosses up to 3411 polygons.[3]

VMU features

Due to varying large VMU file sizes, a password system can be used instead to save progress.

Half-Life is able to save progress anywhere in the game, however the further along in a chapter, the larger the file can get. Alternatively the game allows progress to be saved via a password system.

Half-Life Save Data
Name File Name Comment File Size Icon
Half Life HALFLIFE.### HALF_LIFE_GAME 30-200 Half-lifeVMU.png

References


Half-Life

HalflifeDreamcastTitle.png

Main page | Comparisons | Bugs | Development | Magazine articles | Promotional material | Technical information | Bootlegs


Books: Prima's Official Strategy Guide: Half-Life (2000)
Sega Dreamcast
Prototypes: 1659 prototype