>>43752467>>43752467Moves/Formulas: No, a handfull of strings of text and a bit of code, literally kilobytes at most.
Pokemon: Possibly, depending on compression. Models would use a triplet float or double for each vertex (x,y,z coords) probably at either 12 or 24 bytes per vertex, then you have half-edges connecting the vertices which probably add as many bytes, and about 10000 vertices per model means that the vertex/half-edge alone would be 24-48Kb, per pokemon.
Skeletal animations would need six or so doubles per joint per keyframe, but given that there are far fewer joints in a skeleton than vertices in a model, this would be negligible.
Textures would be one of the big hogs though. An uncompressed texture would require 4 bytes per pixel at probably around 16k-1m pixels per texture (128x128 to 1024x1024). WITH compression, this should drop significantly, depending on the complexity of the texture.
It probably uses TGA format for the texture, which uses RLE to compress them (basically something like XXXXXXXXXXXY becomes 12X1Y, 12 bytes down to 5), so textures should be in the megabytes, per model.
The data should be in the 700Mb to 1Gb range for the pokemon models themselves, roughly. It could be as high as 2Gb, but that's only if they used lots of high-res textures and high poly count models (or LOTS of animations).
TL;DR Only the models/animations would take up a lot of space, and only if they didn't compress them properly.