So... I might have solved the mystery regarding Smash Ultimate's DLC placeholder amounts regarding characters. Note: What I am about to say does not indicate how many DLC characters we'll get and this explanation is just speculation. Nothing has been outright confirmed.
Okay, so let's do a quick refresher on what these placeholders are, where they're located in the game, and how many exist.
[spirits_campaign_enc_foto_param.prc]: As you can tell by the filename, this is meant for World of Light. If you've heard of the "WoL Placeholders", this is the file that those placeholders come from. In 1.0.0, this file contained 16 Placeholders. Now, as you would expect, up to 3.0.0, DLC characters would be gradually filling in those placeholders. However... after 4.0.0, this file got really inconsistent with it's revision history. Placeholders would be added and randomly removed in each subsequent update. If you want a graphic showing it's revision history through each update... I have one down below. It's simply fascinating lmao.
Note: dummy_01 is missing because plant is taking up a spot in 1.0.0.
[attack_log_parameter.prc]: Now... this file is rarely talked about. However, this is another parameter file that also contains the 16 placeholders. And unlike [spirits_campaign_enc_foto_param.prc], this file has a consistent revision history! This means every single character released thus far has used up more and more placeholders. Neat.
Main Executable: Turns out, there's more placeholders in the executable of the game! However, compared to the 16 placeholders within the parameter files, there is a whopping 29 placeholders that exist. (And no, it's 29. Many have rounded it to 30 over the years, and that's actually incorrect. It's directly 29 lol.)
These placeholders also have a consistent revision history, meaning none have been added or removed. Just taken up by released DLC fighters.
So... taken all together, there's two numbers that are front and center regarding SSBU's DLC placeholder amounts. 16 and 29. At first glance, these numbers seem completely contradicting to one another. However, after thinking about it, I believe there is an explanation on why they went with the numbers they did.
I made the realization ago that the 16 placeholder amounts inexplicably lined-up with the Max CSS of the game. For those who don't know, after more than 91 CSS icons are enabled, Smash Ultimate crashes because it's not programmed to handle more than that amount.
Turns out, if you count all the blank spots and DLC characters on screen, you get 16 spots. Same as the placeholder!
So... judging by this, you could make the conclusion that the 16 placeholders were explicitly put there as a response to what the dev team knew the CSS could handle at the time (or at least what they wanted it to handle.) Which, is a very neat discovery.
However, this still doesn't explain the 29 placeholders, and why 29 of all numbers was chosen. Well... this is where 8.0.0's stage select screen comes in to give me a stunning realization.
In 8.0.0, the stage select screen was updated in order to handle more stages coming down the line as part of Fighter Pass Vol. 2. Not only was there a new row added, but a new folder called [stage_select2] was added.
So... I looked at that and thought... "what if another row was added to the CSS to?" So I made an image mock-up (not to scale of course), and... low and behold, I came to a stunning realization.
Adding another row nets you the 29 placeholders in Smash Ultimate's executable!
So... basically... what can we take away from all of this?
- It seems like the placeholder amounts introduced into the game have a relationship with the Character Selection Screen.
- If I were to guess what type of relationship, I think that these placeholder amounts were most likely chosen to fit the dev team's idea of what the CSS could handle.
- I also think that if we do get more after Vol. 2, this shows they will probably treat the CSS just like the stage select, and probably add another folder instead of replace existing files.
Again, this is not indicative of the content we will get. However, it does show how the dev team really future proofed the game very efficiently. It also gives a possible explanation on why they chose the numbers that they did, which is neat.