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

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(Confirming positions are swapped)
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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. --[[User:ShiggyGiddy|ShiggyGiddy]] ([[User talk:ShiggyGiddy|talk]]) 08:42, 24 December 2015 (UTC)
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. --[[User:ShiggyGiddy|ShiggyGiddy]] ([[User talk: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).
Her 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

Revision as of 16:42, 24 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).

Her 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