Developer: XProger
Release Year: TBA
Graphics: 3D
Genre: Adventure & FPS
Players: 1
Description
This ambitious homebrew project brings the legendary Half-Life 1 experience to the original Sony PlayStation by XProger. This adaptation reimagines Gordon Freeman’s iconic journey through the Black Mesa Research Facility within the technical limits of the PS1 hardware.
Extra info
Some questions done in Twitter about this project:
- Q: Considering the RAM situation I'm guessing you'd really have to segment it into more load zones? Really cool anyway.
- A: Actually I plan to remove most of the loading screens by using streaming, each location will require about 2 secs to load at full x2 CD speed, so if you're not a bunny hop speedrunner you won't see any gaps.
- Q: Just wondering do you plan to reduce the number of polygons displayed on screen, maybe by optimizing the models?
- A: In opposite, the PS1 GPU specific requires increasing the number of polys. But the mesh will be more uniform and more accurate visibility checks will be added.
- Q: Oh my god, is this like the actual engine or a compatible reimplementation?
- A: Reimplementation.
- Q: How many CDs?
- A: PS1 natively supports ADPCM and 4-bit textures, If you really want to, it will fit into a 64 MB cartridge ;)
- Q: Is there any chance that this would be .BSP compatible or are you converting BSPs into a different format? my dream would be getting custom maps onto a PS1 system, a perfect combination of my two obsessions
- A: I have a Blender importer of the original BSP and set of tools to help modify the level (geometry tile split, rooms assignment, portals placement, uv adjustment etc) and exporter to the custom format. The original BSP geometry is kind of... trash, so I should avoid use it.