Difference between revisions of "Half-Life/Technical information"
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[[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. |
Revision as of 06:20, 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
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.
Name | File Name | Comment | File Size | Icon |
---|---|---|---|---|
Half Life | HALFLIFE.### | HALF_LIFE_GAME | 30-200 |
References
Half-Life | |
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Main page | Comparisons | Bugs | Development | Magazine articles | Promotional material | Technical information | Bootlegs
Prototypes: 1659 prototype
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