>>41313576Yes, reducing load time isn't that important anymore, but it's a streamlined catch-all system that has lower load times than a fair number of other ways they could've implemented it. Regardless, it's pretty clear you don't actually understand Brawl's file system at all, it was not some ingenious solution to compensate for the Wii's lack of power that was tactically developed to minimize load times to the absolute bare minimum, because the implementation actually pointlessly wastes processor time with the unique model entries. Yes, as was mentioned, cutting up the models/textures into a bunch of individual files reduces load time, they fucked it up by not just cutting all the extra models once they decided not to utilize the feature. There are about 200MB of completely pointless duplicate models that the game checks for and loads instead of using the entry 0 base model for all of them. With how Brawl's file system was designed, it would in all circumstances take less time to load the models and textures this way, because all fighter's files are in single data blocks, and deleting the excess would only make these blocks smaller. I'm pretty sure current versions of the file replacement code (the way most Brawl mods are used) actually bypasses this quirk entirely to do exactly that: reduce load times.
Brawl's system wasn't stupid on paper, but it was never actually utilized, so it was just inferior to a different approach (one model file, many texture files). Pokemon actually DOES utilize different model files, so it makes more sense here. The only "crime" of programming committed here is that they theoretically could've used two loading methods to minimize load time, but as you said, minimizing load time just isn't that important anymore, especially not compared to a streamlined loading system.
There are a lot of stupid things wrong with these games. This is NOT the hill to die on. This might be one of the only things Game Freak didn't fuck up about SWSH.