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Difference between revisions of "Pro Evolution Soccer 2016/Edit file"
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| 0x014:0 | | 0x014:0 | ||
| | | 4 bytes | ||
| ''Unknown C'' | | ''Unknown C'' | ||
| | | | ||
| | |||
| | |||
|- | |||
| 0x018:0 | |||
| 4 bytes | |||
| Team Strip 1 | |||
| (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700), +Number of shirt | |||
| | |||
| | |||
|- | |||
| 0x01C:0 | |||
| 4 bytes | |||
| Team Strip 2 | |||
| (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700), +Number of shirt | |||
| | |||
| | |||
|- | |||
| 0x020:0 | |||
| 4 bytes | |||
| Team Strip 3 | |||
| (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700), +Number of shirt | |||
| | |||
| | |||
|- | |||
| 0x024:0 | |||
| 4 bytes | |||
| Team Strip 4 | |||
| | |||
| | |||
| | |||
|- | |||
| 0x02C:0 | |||
| 4 bytes | |||
| Team Strip 5 | |||
| (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700), +Number of shirt | |||
| | |||
| | |||
|- | |||
| 0x030:0 | |||
| 4 bytes | |||
| Team Strip 6 | |||
| (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700), +Number of shirt | |||
| | |||
| | |||
|- | |||
| 0x034:0 | |||
| 4 bytes | |||
| Team Strip 7 | |||
| (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700), +Number of shirt | |||
| | |||
| | |||
|- | |||
| 0x03C:0 | |||
| 4 bytes | |||
| Team Strip 8 | |||
| (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700), +Number of shirt | |||
| | | | ||
| | | | ||
Line 1,112: | Line 1,168: | ||
| 0x04C:0 | | 0x04C:0 | ||
| 72 bytes | | 72 bytes | ||
| ''Unknown | | ''Unknown C'' | ||
| | | | ||
| | | |
Revision as of 14:20, 15 January 2016
Pro Evolution Soccer 2016 | |
---|---|
Game | |
Rules | |
Info | |
Tools | |
Modding |
The Edit file 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.
Refer to the Tools page for decrypting and editing tools.
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
- Team-Player table
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 | Edited/Created player | Whether the player was edited/created (1) or not (0).
Keeping it at 0 may hide edited values in some places. |
PES: must be in range [0, 1] (full range) | 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 |
|
PES: must be be in range [0, 18] and not 16 | 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:
|
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 | 2 bytes | Team Emblem |
|
0xFF | |
0x006:0 | 2 bytes | Home Stadium | References a Stadium ID | ||
0x008:0 | 2 bytes | Team Nationality | References a Nation ID | ||
0x00A:0 | 2 bytes | Team Callname | References a Callname ID | 0xFF | |
0x00C:0 | 2 bytes | Coach Nationality | References a Nation ID | ||
0x00E:0 | 2 bytes | Coach Image | References a loaded image ID | 0xFF | |
0x010:0 | 4 bit | Stadium Turf Type | PES: Must be in range [1-8] | ||
0x010:4 | 4 bit | Stadium Net Type | PES: Must be in range [1-15] | ||
0x011:0 | 4 bit | Stadium Seat Color | PES: Must be in range [1-8] | ||
0x011:4 | 4 bit | Stadium Sideline Color | PES: Must be in range [1-8] | ||
0x012:0 | 1 bit | Unknown A | |||
0x012:1 | 1 bit | Team Banners Edited Flag | Flag that tells if team has its banners edited or default:
|
||
0x012:2 | 1 bit | Team Rivals Edited Flag | Flag that tells if team has its rivals edited or default:
|
||
0x012:3 | 1 bit | Stadium Settings Changed Flag | Flag that tells if team has its stadium settings changed or default:
|
||
0x012:4 | 1 bit | Stadium Name Changed Flag | Flag that tells if team has its stadium name changed or default:
|
||
0x012:5 | 1 bit | Stadium Changed Flag | Flag that tells if team has its stadium changed or default:
|
||
0x012:6 | 1 bit | Team Emblem Edited Flag | Flag that tells if team has its emblem edited or default:
|
||
0x012:7 | 1 bit | Team Names Edited Flag | Flag that tells if team has its names (Name, Short, Callname) edited or default:
|
||
0x013:0 | 2 bits | Unknown B | |||
0x013:2 | 2 bits | Team Coach Image Edited Flag | Flag that tells if coach emblem has been changed or still default:
|
||
0x013:4 | 1 bit | Team Coach Nation Edited Flag | Flag that tells if coach nation has been changed or still default:
|
||
0x013:5 | 1 bit | Team Coach Name Edited Flag | Flag that tells if coach name has been changed or still default:
|
||
0x013:6 | 1 bit | Squad Numbers Edited Flag | Flag that tells if squad numbers have been changed or still default:
|
||
0x013:7 | 1 bit | Game Plan Edited Flag | Flag that tells if game plan has been changed or still default:
|
||
0x014:0 | 4 bytes | Unknown C | |||
0x018:0 | 4 bytes | Team Strip 1 | (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700), +Number of shirt | ||
0x01C:0 | 4 bytes | Team Strip 2 | (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700), +Number of shirt | ||
0x020:0 | 4 bytes | Team Strip 3 | (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700), +Number of shirt | ||
0x024:0 | 4 bytes | Team Strip 4 | |||
0x02C:0 | 4 bytes | Team Strip 5 | (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700), +Number of shirt | ||
0x030:0 | 4 bytes | Team Strip 6 | (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700), +Number of shirt | ||
0x034:0 | 4 bytes | Team Strip 7 | (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700), +Number of shirt | ||
0x03C:0 | 4 bytes | Team Strip 8 | (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700), +Number of shirt | ||
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 C | |||
0x094:0 | 70 bytes | Team Name | Null-terminated string (LENGTH NEEDS VERIFICATION) |
||
0x0DA:0 | 4 bytes | Score board name | Null-terminated string | ||
0x0DE:0 | 121 bytes | Custom Stadium Name | Null-terminated string | ||
0x157:0 | 16 bytes | Banner 1 Text | Null-terminated string | ||
0x167:0 | 16 bytes | Banner 2 Text | Null-terminated string | ||
0x177:0 | 16 bytes | Banner 3 Text | Null-terminated string | ||
0x187:0 | 16 bytes | Banner 4 Text | Null-terminated string | ||
0x197:0 | 49 bytes | Manager Name | Null-terminated string (LENGTH NEEDS VERIFICATION) |
Team-Player table
The Team-Player table is what links a Team ID to a Player ID. It is basically a Team ID, followed by a list of 32 Player IDs that correspond to the players in that team, then the respective shirt numbers for those players.
Length: 164 (0xA4) bytes
Offset (byte:bit) | Length | Description | Format | Enforced limits | Default value |
---|---|---|---|---|---|
0x00:0 | 4 bytes | Team ID | PES: must be unique | ||
0x04:0 | 128 bytes | Player IDs | 32 x 4 bytes | ||
0x84:0 | 32 bytes | Shirt Numbers | 32 x 1 bytes |
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.