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Difference between revisions of "Pro Evolution Soccer 2016/Edit file"
ShiggyGiddy (talk | contribs) (Reformatted Team entry) |
ShiggyGiddy (talk | contribs) (Added Player appearance entry based on Tony's notes) |
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Line 26: | Line 26: | ||
* Header | * Header | ||
* Player entries | * Player entries | ||
* | * Player appearance entries | ||
* Team entries | * Team entries | ||
* ''unknown'' | * ''unknown'' | ||
Line 546: | Line 546: | ||
Note: some settings also change other values within the player entry, e.g. if Registered Position is set to CB it also changes the byte left of it (in one example from 0x89 to 0x09). | Note: some settings also change other values within the player entry, e.g. if Registered Position is set to CB it also changes the byte left of it (in one example from 0x89 to 0x09). | ||
It is assumed that this behavior occurs for whatever values PES considers to be default. | It is assumed that this behavior occurs for whatever values PES considers to be default. | ||
=== Player appearance entry === | |||
Length: 72 (0x48) bytes | |||
{| class="wikitable" | |||
|- | |||
! Offset (byte:bit) | |||
! Length | |||
! Description | |||
! Format | |||
! Enforced limits | |||
! Default value | |||
|- | |||
| 0x00:0 | |||
| 4 bytes | |||
| Player | |||
| References a player ID | |||
| | |||
| | |||
|- | |||
| 0x04:0 | |||
| 4 bits | |||
| ''Unknown A'' | |||
| Seems to be related to the face (default or not) | |||
| | |||
| | |||
|- | |||
| 0x04:4 | |||
| 14 bits | |||
| Boots | |||
| References a boots ID | |||
| | |||
| | |||
|- | |||
| 0x06:2 | |||
| 10 bits | |||
| Goalkeeper gloves | |||
| References a gloves ID | |||
| | |||
| | |||
|- | |||
| 0x07:4 | |||
| 4 bits | |||
| ''Unknown B'' | |||
| | |||
| | |||
| | |||
|- | |||
| 0x08:0 | |||
| 12 bytes | |||
| ''Unknown C'' | |||
| | |||
| | |||
| | |||
|- | |||
| 0x14:0 | |||
| 3 bits | |||
| Spectacles frame color | |||
| [[File:Glasscolors.png]] | |||
| PES: inaccessible feature<br/> | |||
Full range is handled in-game | |||
| | |||
|- | |||
| 0x14:3 | |||
| 3 bits | |||
| Spectacles | |||
| References a glasses ID (0 = no glasses) | |||
| PES: inaccessible feature<br/> | |||
Full range is handled in-game | |||
| 0 | |||
|- | |||
| 0x14:6 | |||
| 2 bits | |||
| Sleeve season style | |||
| | |||
| | |||
| | |||
|- | |||
| 0x15:0 | |||
| 24 bytes | |||
| ''Unknown D'' | |||
| | |||
| | |||
| | |||
|- | |||
| 0x2D:0 | |||
| 3 bits | |||
| Skin colour | |||
| Possible values are: | |||
* 0 - Caucasian white / Transparent for custom models | |||
* 1 - Caucasian white | |||
* 2 - ''Unknown'' | |||
* 3 - ''Unknown'' | |||
* 4 - ''Unknown'' | |||
* 5 - ''Unknown'' | |||
* 6 - ''Unknown'' | |||
* 7 - None / Transparent for custom models | |||
''(Transparent skin textures (in the Gamma DLC) allow custom skin textures)'' | |||
| | |||
| | |||
|- | |||
| 0x15:3 | |||
| 5 bits | |||
| ''Unknown E'' | |||
| First two bits appear to be cheek data | |||
| | |||
| | |||
|- | |||
| 0x16:0 | |||
| 26 bytes | |||
| ''Unknown F'' | |||
| | |||
| | |||
| | |||
|} | |||
=== Team entry === | === Team entry === |
Revision as of 16:35, 26 December 2015
Pro Evolution Soccer 2016 | |
---|---|
Game | |
Rules | |
Info | |
Tools | |
Modding |
The save game is called EDIT00000000 and can be found in %HOMEPATH%\documents\KONAMI\Pro Evolution Soccer 2016\save.
It is encrypted and thus, cannot be simply edited directly. Also, when moving from PES15 to PES16, Konami changed both the file names and the ecryption used for save games.
Tools
pes16decrypter
The first decrypter, called pes16decrypter, is a command-line tool and was written by members of the 4chan Cup community. It is available on GitHub. A binary download can also be found there.
The 4CCC maintains its own fork here. Be sure to check both as occasionally one might be ahead of the other.
Hex editors
After decrypting the save file, you may use a hex editor to change a few values yourself. Please keep in mind however that it is very easy to break the save game, so be careful. This is a good and simple way to change player names, for example. See Working with a hex editor for more information on this topic.
Save game editors
Since the save was not decrypted until recently, there are currently no save game editors. This is expected to change in the near future once the PES modding community catches up with recent developments.
Notes
Structure of EDIT00000000
Note: The beginning of the file is considered what pes16decrypter exports as data.dat.
- Header
- Player entries
- Player appearance entries
- Team entries
- unknown
Header
Length: 76 (0x4C) bytes
- 52 bytes - unknown
- 2 bytes - Number of players
- 22 bytes - unknown
Player entry
Length: 112 (0x70) bytes
Offset (byte:bit) | Length | Description | Format | Enforced limits | Default value |
---|---|---|---|---|---|
0x00:0 | 4 bytes | Player ID | PES: must be unique | >= 1048576 | |
0x04:0 | 4 bytes | Commentary Name | References a player ID (0xFFFFFFFF = None) | PES: apparently none | 0xFFFFFFFF |
0x08:0 | 2 bytes | Unknown A | Always 0xFFFF | 0xFFFF | |
0x0A:0 | 2 bytes | Nationality/Region | 0x0401 = Others | 0x0401 | |
0x0C:0 | 8 bits | Height (cm) | PES: must be in range [155, 210] | 180 | |
0x0D:0 | 8 bits | Weight (kg) | PES: must be in range [max(30, Height - 129), Height - 81] | 75 | |
0x0E:0 | 8 bits | Motion: Goal Celebration 1 | 0 = OFF | PES: must be in range [0, 122] | 0 |
0x0F:0 | 8 bits | Motion: Goal Celebration 2 | 0 = OFF | PES: must be in range [0, 122] | 0 |
0x10:0 | 7 bits | Attacking Prowess | PES: must be in range [40, 99] | 80 | |
0x10:7 | 7 bits | Defensive Prowess | PES: must be in range [40, 99] | 80 | |
0x11:6 | 7 bits | Goalkeeping | PES: must be in range [40, 99] | 80 | |
0x12:5 | 7 bits | Dribbling | PES: must be in range [40, 99] | 80 | |
0x13:4 | 4 bits | Motion: Free Kick | In-game value minus one | PES: must be in range [0, 15] (full range) | 0 |
0x14:0 | 7 bits | Finishing | PES: must be in range [40, 99] | 80 | |
0x14:7 | 7 bits | Low Pass | PES: must be in range [40, 99] | 80 | |
0x15:6 | 7 bits | Lofted Pass | PES: must be in range [40, 99] | 80 | |
0x16:5 | 7 bits | Header | PES: must be in range [40, 99] | 80 | |
0x17:4 | 3 bits | Form | In-game value minus one | PES: must be in range [0, 7] (full range) | 3 |
0x17:7 | 1 bit | Unknown B | 1 | ||
0x18:0 | 7 bits | Swerve | PES: must be in range [40, 99] | 80 | |
0x18:7 | 7 bits | Catching | PES: must be in range [40, 99] | 80 | |
0x19:6 | 7 bits | Clearing | PES: must be in range [40, 99] | 80 | |
0x1A:5 | 7 bits | Reflexes | PES: must be in range [40, 99] | 80 | |
0x1B:4 | 2 bits | Injury Resistance | In-game value minus one | PES: must be in range [0, 2] | 1 |
0x1B:6 | 2 bits | Unknown C | 0 | ||
0x1C:0 | 7 bits | Body Balance | PES: must be in range [40, 99] | 80 | |
0x1C:7 | 7 bits | Kicking Power | PES: must be in range [40, 99] | 80 | |
0x1D:6 | 7 bits | Explosive Power | PES: must be in range [40, 99] | 80 | |
0x1E:5 | 7 bits | Jump | PES: must be in range [40, 99] | 80 | |
0x1F:4 | 3 bits | Motion: Arm Movement (dribbling) | In-game value minus one | PES: must be in range [0, 7] (full range) | 0 |
0x1F:7 | 1 bit | Unknown D | Seems to be based on Registered Positon (NEEDS VERIFICATION):
|
0 | |
0x20:0 | 4 bits | Registered Position | Possible values are:
|
PES: must be in range [0, 12] | 12 |
0x20:4 | 1 bits | Unknown E | 0 | ||
0x20:5 | 5 bits | Playing Styles | Possible values are (NEEDS VERIFICATION):
|
PES: must be be in range [0, 17] (NEEDS VERIFICATION) |
0 |
0x21:2 | 7 bits | Ball Control | PES: must be in range [40, 99] | 80 | |
0x22:1 | 7 bits | Ball Winning | PES: must be in range [40, 99] | 80 | |
0x23:0 | 7 bits | Coverage | PES: must be in range [40, 99] | 80 | |
0x23:7 | 1 bit | Unknown F | 0 | ||
0x24:0 | 3 bits | Motion: Arm Movement (running) | In-game value minus one | PES: must be in range [0, 7] (full range) | 0 |
0x24:3 | 3 bits | Motion: Corner Kick | In-game value minus one | PES: must be in range [0, 5] | 0 |
0x24:6 | 2 bits | Weak Foot Accuracy | In-game value minus one | PES: must be in range [0, 3] (full range) | 1 |
0x25:0 | 2 bits | Weak Foot Usage | In-game value minus one | PES: must be in range [0, 3] | 1 |
0x25:2 | 26 bits | Playable Position | An array of 13 2-bit entries with:
Each entry pertains to one position, in the following order (NEEDS VERIFICATION):
|
PES: each entry must be in range [0, 2] | 0 |
0x28:4 | 2 bits | Motion: Hunching (dribbling) | In-game value minus one | PES: must be in range [0, 2] | 0 |
0x28:6 | 2 bits | Motion: Hunching (running) | In-game value minus one | PES: must be in range [0, 2] | 0 |
0x29:0 | 2 bits | Motion: Penalty Kick | In-game value minus one | PES: must be in range [0, 3] (full range) | 0 |
0x29:2 | 7 bits | Place Kicking | PES: must be in range [40, 99] | 80 | |
0x2A:1 | 7 bits | Speed | PES: must be in range [40, 99] | 80 | |
0x2B:0 | 6 bits | Age | PES: must be in range [15, 50] | 17 | |
0x2B:6 | 2 bits | Unknown G | 0 | ||
0x2C:0 | 7 bits | Stamina | PES: must be in range [40, 99] | 80 | |
0x2C:7 | 1 bit | Unknown H | 0 | ||
0x2D:0 | 4 bits | Unknown I | 0 | ||
0x2D:4 | 1 bits | Stronger Foot | Possible values are:
|
0 | |
0x2D:5 | 7 bits | COM Playing Style | Bitmask with 7 entries:
|
PES: at most 5 may be active at once | 0 |
0x2E:4 | 28 bits | Player Skills | Bitmask with 28 entries:
|
PES: at most 10 may be active at once | 0 |
0x32:0 | 46 bytes | Player Name | Null-terminated string | PES: must not exceed 15 characters Up to 45 characters are handled by the game |
Must not be empty |
0x60:0 | 16 bytes | Print Name | Null-terminated string | PES: must not exceed 15 characters, uppercase letters only | Empty string |
Note: some settings also change other values within the player entry, e.g. if Registered Position is set to CB it also changes the byte left of it (in one example from 0x89 to 0x09). It is assumed that this behavior occurs for whatever values PES considers to be default.
Player appearance entry
Length: 72 (0x48) bytes
Team entry
Length: 456 (0x1C8) bytes
Offset (byte:bit) | Length | Description | Format | Enforced limits | Default value |
---|---|---|---|---|---|
0x000:0 | 4 bytes | Team ID | PES: must be unique | ||
0x004:0 | 60 bytes | Unknown A | |||
0x040:0 | 4 bytes | Rival Team 1 | References a Team ID | ||
0x044:0 | 4 bytes | Rival Team 2 | References a Team ID | ||
0x048:0 | 4 bytes | Rival Team 3 | References a Team ID | ||
0x04C:0 | 72 bytes | Unknown B | |||
0x094:0 | 70 bytes | Team Name | Null-terminated string (LENGTH NEEDS VERIFICATION) |
||
0x0DA:0 | 189 bytes | Score board name | Null-terminated string (LENGTH NEEDS VERIFICATION; IT'S WAY TOO LONG) |
||
0x197:0 | 49 bytes | Manager Name | Null-terminated string (LENGTH NEEDS VERIFICATION) |
Limitations enforced by PES
Even though editing the save files externally technically allows using the full range of all values, PES puts some additional limitations in place. Some of these might be checked and corrected by the game, others are just taken as they are. This might lead to unexpected behaviour or even crash the game. Be sure to check Appendix:Rules or the rules of the invitational in question to find out what is considered legal.