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Combating the File Size Limit (Questions)

GeneralIndividual

Smash Rookie
Joined
Feb 19, 2015
Messages
6
I've been at this roadblock for a long time while planning a few PSAs. I've searched for hours and found only a few answers, but I'm still very confused. So out of desperation I'm making a list of questions that I would like help with answering. Any help at all is greatly appreciated.

Questions

1. Does playing Project M on the Wii U extend the 90mb cap of the Original Wii, or emulate it (stay the same)?

2. I've seen people complain about pit's file size limit being only around 420kb; but when using ExtendedLZ77 compression on the ef_pit portion of the FitPit.pac file, the size shrunk to only 140kb. Why not just compress everything in this format?

2.1 Does this type of compression have a negative effect on anything (gameplay, quality, etc.)?

3. I've read that the game direct's certain files to be read on disc/usb during gameplay while allocating others to the ram. Would somehow directing every file to disc/usb remove the limitation?
(Ex. When testing mods I remove my flash drive and the music stops, but I can still play.)

4. Does playing Project M in Dolphin eliminate the limit?

5. Does this limitation carry over the the animations (FitMotionEtc.pac)?

6. Is it possible to use HQ textures (600dpi) and multiple movesets in a psa when the models are only around 10-25kb in size?
 
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