The ratio limits are now per-platform. Previously the same ratio limit applied to all platforms, which was kind of silly, considering the extreme graphical complexity differences between, say Gameboy and Wii.
- The unit is 1,000,000 bytes per minute (of encode time).
- Reasonable effort shall be given to get good quality encodes within these size limits. However, with some games, that just isn't possible.
- However, don't make oversized encodes, even if within limits.
- These limits are likely to be revised later (especially with platforms where there is little data on graphical complexity)
Shorthand | Name | Ratio |
NES | Nintendo Entertainment System | 0.15-5.05 |
SNES | Super NES | 0.25-8.05 |
Genesis | Sega Genesis | 0.30-9.05 |
GB | Game Boy | 0.05-2.05 |
SGB | Super Game Boy | 0.10-3.05 |
GBC | Game Boy Color | 0.10-4.05 |
GBA | Game Boy Advance | 0.25-8.05 |
N64 | Nintendo 64 | 0.35-11.05 |
DOS | DOS | 0.20-9.05 |
SMS | Sega MasterSystem | 0.10-4.05 |
PSX | Sony PlayStation | 0.40-13.55 |
PCE | TurboGrafx 16 | 0.20-6.05 |
WSWAN | WonderSwan | 0.20-6.05 |
PCFX | PC-FX | 0.25-8.05 |
NGP | Neo Geo Pocket | 0.20-6.05 |
Lynx | Atari Lynx | 0.05-2.05 |
DS | Nintendo DS | 0.30-10.05 |
GG | Game Gear | 0.10-3.05 |
Arcade | Arcade | 0.30-10.05 |
Saturn | Sega Saturn | 0.30-10.05 |
32X | Sega 32X | 0.30-9.05 |
SegaCD | Sega CD | 0.30-9.05 |
FDS | Famicom Disk System | 0.15-5.05 |
PCECD | TurboGrafx 16 CD | 0.20-6.05 |
VBoy | Virtual Boy | 0.20-6.05 |
MSX | MSX Home Computer System | 0.10-4.05 |
GC | Nintendo GameCube | 0.50-15.05 |
Wii | Wii | 0.60-20.05 |
Windows | Windows | 0.50-15.05 |
SG1000 | Sega SG-1000 | 0.10-3.05 |
TI83 | Texas Instruments TI-83 Series | 0.05-2.05 |
SGX | SuperGrafx | 0.25-8.05 |