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Difference between revisions of "Talk:Pro Evolution Soccer 2016/Edit file"

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(added some stuff from tony)
Line 74: Line 74:
  const uint OFFSET_TEAM_NATION = 0x8;
  const uint OFFSET_TEAM_NATION = 0x8;
  const uint LENGTH_TEAM_NATION = 0x2;
  const uint LENGTH_TEAM_NATION = 0x2;
== Some stuff from Tony ==
Player appearance data
* 0x14 Spectacles
** 0-1 sleeve season style
** 2-4 style of glasses (000 = none)
** 5-7 glasses frame color
* 0x2D Skin (and other things)
*** 3-4 cheek data
*** 5-7 skin ID (full range, where 7 = custom tattoo texture)

Revision as of 00:49, 26 December 2015

Here is some contribution:

Structure of EDIT00000000

  • Header - The header may vary in length. There are some patches where the logo inside this file is changed, so the header length changes.
  • Player entries start at offset 0x10AAA. There are 25000 entries. Each entry has 112 bytes (0x70).
  • Player extra info (appearance mainly) entries start at offset 0x2BC42A. There are 25000 entries. Each entry has 72 bytes (0x48).
  • Team entries start at offset 0x473B6A. There are 850 entries. Each entry has 456 bytes (0x1C8).
  • Championships entries start at 0x4D257A. There are 100 entries. Each entry has 92 bytes (0x5C). Contains name and ball id.
  • Stadium entries start at 0x4D496A. There are 100 entries. Each entry has 128 bytes (0x80).
  • To be confirmed: Uniform entries start at 0x4D7B6A. There are 2500 entries. Each entry has 88 bytes (0x58).
  • Teams roster entries start at 0x50D6CA. There are 850 entries. Each entry has 164 bytes (0xA4).
  • Leagues roster entries start at 0x52F752. There are 712 entries, each entry has 4 bytes and is a team id. The league slots are fixed. It is a mess. I will post about it later.
  • To be confirmed: Teams tactics entries start at 0x530272. There are 850 entries. Each entry has 520 bytes (0x208).
  • To be confirmed: From 0x59C102 to the end there is nothing.

User:Heringer 08:17, 23 December 2015

I confirmed via unit testing that the position enumeration is correct and all players has values from 0 to 12. Though, the rule about the player offset 0x1F:7 does not seem to be correct.

User:Heringer 14:57, 23 December 2015

Thank you! I will look into it and start adding things once Christmas is over. I am a bit surprised that the position enumeration is correct, because when I looked at it from in-game memory all left and right positions where swapped. Then again, I never confirmed through the save file. --ShiggyGiddy (talk) 08:42, 24 December 2015 (UTC)

Oh, man, you are rigth about the swapped positions. I did not notice it before, sorry. Just swap them and everything will be right. I used my enumeration from PES2015. I thought it was equal to your values, but there is really this difference (L/R swapped).

Here is it:

   public enum Position
   {
       GK = 0,
       CB = 1,
       LB = 2,
       RB = 3,
       DMF = 4,
       CMF = 5,
       LMF = 6,
       RMF = 7,
       AMF = 8,
       LWF = 9,
       RWF = 10,
       SS = 11,
       CF = 12
   }

User:Heringer 14:39, 24 December 2015

On PES2015, the bit you called "Unknown B (0x17:7)" was a flag to indicate if the player was edited or not.

User:Heringer 15:24, 24 December 2015

The playable position seems to be:

Bits 0-1: Centre Forward,
Bits 2-3: Second Striker,
Bits 4-5: Left Wing Forward,
Bits 6-7: Right Wing Forward,
Bits 8-9: Attacking Midfielder,
Bits 10-11: Defensive Midfielder,
Bits 12-13: Centre Midfielder,
Bits 14-15: Left Midfielder,
Bits 16-17: Right Midfielder,
Bits 18-19: Right Back,
Bits 20-21: Left Back,
Bits 22-23: Centre Back,
Bits 24-25: Goalkeeper

Everything else in player entry seems to be ok as you defined.

In the team entry, i can tell you:

const uint OFFSET_COACH_NATION = 0xC;
const uint LENGTH_COACH_NATION = 0x2;
const uint OFFSET_TEAM_NATION = 0x8;
const uint LENGTH_TEAM_NATION = 0x2;

Some stuff from Tony

Player appearance data

  • 0x14 Spectacles
    • 0-1 sleeve season style
    • 2-4 style of glasses (000 = none)
    • 5-7 glasses frame color
  • 0x2D Skin (and other things)
      • 3-4 cheek data
      • 5-7 skin ID (full range, where 7 = custom tattoo texture)