In the console programming world, cycles are precious. You don't tend to waste time doing things 'just in case', you're much more likely to assume a best-case scenario and engineer things that way.
In terms of endianness, it's not a huge problem - the toolchain normally copes with this, as assets are built individually for each target platform. This is what we did last time I worked on a cross-platform game anyway.
In terms of endianness, it's not a huge problem - the toolchain normally copes with this, as assets are built individually for each target platform. This is what we did last time I worked on a cross-platform game anyway.