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

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Line 1,407: Line 1,407:
* Kick-off
* Kick-off
| 11 x 2 bytes
| 11 x 2 bytes
* First byte is the vertical position (up-down)
* First byte is the vertical position (from bottom to top)
* Second byte is the horizontal position (left-right)
* Second byte is the horizontal position (from left to right)
| GK is always 03 34
| GK is always 03 34
|
|

Revision as of 14:11, 26 March 2016

2016 4chanlogo.png
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 name and the ecryption used for save games.

Refer to the Tools page for decrypting and editing tools.

Structure

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 Probably unused (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 1 bit Unknown B Presumably unused/padding. 0
0x1B:7 1 bit Basic Settings Whether the player's basic settings are changed (1) or not (0) from default. PES: must be in range [0, 1] (full range) 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 Registered Position Whether the player's registered position is changed (1) or not (0) from default. PES: must be in range [0, 1] (full range) 0
0x20:0 4 bits Registered Position Possible values are:
  • 12 - Centre Forward,
  • 11 - Second Striker,
  • 10 - Right Wing Forward,
  • 9 - Left Wing Forward,
  • 8 - Attacking Midfielder,
  • 7 - Right Midfielder,
  • 6 - Left Midfielder,
  • 5 - Centre Midfielder,
  • 4 - Defensive Midfielder,
  • 3 - Right Back,
  • 2 - Left Back,
  • 1 - Centre Back,
  • 0 - Goalkeeper
PES: must be in range [0, 12] 12
0x20:4 1 bit Unknown C Presumably unused/padding. 0
0x20:5 5 bits Playing Styles
  • 0 - None
  • 1 - Goal Poacher
  • 2 - Dummy Runner
  • 3 - Fox in the Box
  • 4 - Prolific Winger
  • 5 - Classic No. 10
  • 6 - Hole Player
  • 7 - Box to Box
  • 8 - Anchor Man
  • 9 - The Destroyer
  • 10 - Extra Frontman
  • 11 - Offensive Fullback
  • 12 - Defensive Fullback
  • 13 - Target Man
  • 14 - Creative Playmaker
  • 15 - Build Up
  • 16 - N/A
  • 17 - Offensive Goalkeeper
  • 18 - Defensive Goalkeeper
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 Playable Position Whether the player's playable positions are changed (1) or not (0) from default. PES: must be in range [0, 1] (full range) 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:
  • 0 - C
  • 1 - B
  • 2 - A

Each entry pertains to one position, in the following order:

  • 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: Centre Back,
  • Bits 20-21: Left Back,
  • Bits 22-23: Right Back,
  • Bits 24-25: Goalkeeper
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 1 bit Ability Whether the player's abilities are changed (1) or not (0) from default. PES: must be in range [0, 1] (full range) 0
0x2B:6 1 bit Player Skills Whether the player's player skills are changed (1) or not (0) from default. PES: must be in range [0, 1] (full range) 0
0x2C:0 7 bits Stamina PES: must be in range [40, 99] 80
0x2C:7 1 bit Playing Styles Whether the player's playing styles are changed (1) or not (0) from default. PES: must be in range [0, 1] (full range) 0
0x2D:0 1 bit COM Playing Styles Whether the player's COM playing styles are changed (1) or not (0) from default. PES: must be in range [0, 1] (full range) 0
0x2D:1 1 bit Motion Whether the player's Motions are changed (1) or not (0) from default. PES: must be in range [0, 1] (full range) 0
0x2D:2 1 bit Unknown D Presumably unused/padding. 0
0x2D:3 1 bit Base Copy Whether the player is a base copy (1) or not (0). PES: must be in range [0, 1] (full range) 0
0x2D:4 1 bit Stronger Foot Possible values are:
  • 0 - Right foot
  • 1 - Left foot
PES: must be in range [0, 1] (full range) 0
0x2D:5 7 bits COM Playing Style Bitmask with 7 entries:
  • Bit 0 - Trickster
  • Bit 1 - Mazing Run
  • Bit 2 - Speeding Bullet
  • Bit 3 - Incisive Run
  • Bit 4 - Long Ball Expert
  • Bit 5 - Early Cross
  • Bit 6 - Long Ranger
PES: at most 5 may be active at once 0
0x2E:4 28 bits Player Skills Bitmask with 28 entries:
  • Bit 0 - Scissors Feint
  • Bit 1 - Flip Flap
  • Bit 2 - Marseille Turn
  • Bit 3 - Sombrero
  • Bit 4 - Cut Behind & Turn
  • Bit 5 - Scotch Move
  • Bit 6 - Heading
  • Bit 7 - Long Range Drive
  • Bit 8 - Knuckle Shot
  • Bit 9 - Acrobatic Finishing
  • Bit 10 - Heel Trick
  • Bit 11 - First-time Shot
  • Bit 12 - One-touch Pass
  • Bit 13 - Weighted Pass
  • Bit 14 - Pinpoint Crossing
  • Bit 15 - Outside Curler
  • Bit 16 - Rabona
  • Bit 17 - Low Lofted Pass
  • Bit 18 - Low Punt Trajectory
  • Bit 19 - Long Throw
  • Bit 20 - GK Long Throw
  • Bit 21 - Malicia
  • Bit 22 - Man Marking
  • Bit 23 - Track Back
  • Bit 24 - Acrobatic Clear
  • Bit 25 - Captaincy
  • Bit 26 - Super-sub
  • Bit 27 - Fighting Spirit
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: default values are based on a newly created edited player.

Player appearance entry

Length: 72 (0x48) bytes

Offset (byte:bit) Length Description Format Enforced limits Default value
0x00:0 4 bytes Player References a player ID
0x04:0 1 bit Edited Face settings Whether default Face settings are used (0) or not (1) 0
0x04:1 1 bit Edited Hairstyle settings Whether default Hairstyle settings are used (0) or not (1) 0
0x04:2 1 bit Edited Physique settings Whether default Physique settings are used (0) or not (1) 0
0x04:3 1 bit Edited Strip Style settings Whether default Strip Style settings are used (0) or not (1) 0
0x04:4 14 bits Boots References a boots ID (for 0, ID 62 will be displayed instead) PES: must be in range [1, 9999] 23
0x06:2 10 bits Goalkeeper gloves References a gloves ID (for 0, ID 1 will be displayed instead) PES: must be in range [1, 999] 10
0x07:4 4 bits Unknown B
0x08:0 4 bytes Base Copy Player References a player ID if the player is a base copy, references itself if the player is defaulted.
0x0C:0 4 bits Player physique: Neck Length In-game value plus seven PES: must be in range [0, 14] 7
0x0C:4 4 bits Player physique: Neck Size In-game value plus seven PES: must be in range [0, 14] 7
0x0D:0 4 bits Player physique: Shoulder Height In-game value plus seven PES: must be in range [0, 14] 7
0x0D:4 4 bits Player physique: Shoulder Width In-game value plus seven PES: must be in range [0, 14] 7
0x0E:0 4 bits Player physique: Chest Measurement In-game value plus seven PES: must be in range [0, 14] 7
0x0E:4 4 bits Player physique: Waist Size In-game value plus seven PES: must be in range [0, 14] 7
0x0F:0 4 bits Player physique: Arm Size In-game value plus seven PES: must be in range [0, 14] 7
0x0F:4 4 bits Player physique: Arm Length In-game value plus seven PES: must be in range [0, 14] 7
0x10:0 4 bits Player physique: Thigh Size In-game value plus seven PES: must be in range [0, 14] 7
0x10:4 4 bits Player physique: Calf Size In-game value plus seven PES: must be in range [0, 14] 7
0x11:0 4 bits Player physique: Leg Length In-game value plus seven PES: must be in range [0, 14] 7
0x11:4 4 bits Player physique: Head Length In-game value plus seven PES: must be in range [0, 14] 7
0x12:0 4 bits Player physique: Head Width In-game value plus seven PES: must be in range [0, 14] 7
0x12:4 4 bits Player physique: Head Depth In-game value plus seven PES: must be in range [0, 14] 7
0x13:0 3 bits Wrist Tape: Color left 000 for strip color, 001 for white, 010 for black and 011 for beige

Verify unused bit!

PES: must be in range [0, 3] 0
0x13:3 3 bits Wrist Tape: Color right 000 for strip color, 001 for white, 010 for black and 011 for beige

Verify unused bit!

PES: not editable; same as Wrist Tape: Color left 0
0x13:6 2 bits Wrist Taping 00 for OFF, 01 for right arm, 10 for left arm and 11 for both PES: must be in range [0, 3] (full range) 0
0x14:0 3 bits Spectacles frame color Glasscolors.png PES: inaccessible feature

Full range is handled in-game

0x14:3 3 bits Spectacles References a glasses ID (000 = no glasses)
Glassstyles.png
PES: inaccessible feature

Full range is handled in-game

0
0x14:6 2 bits Sleeves 00 is Season specific, 01 is Short, 10 is Long PES: must be in range [0, 2] 0
0x15:0 2 bits Long-Sleeved Inners 00 is Off. 01 is Normal. 10 is Turtle Neck. PES: must be in range [0, 2] 0
0x15:2 2 bits Sock Length 00 is Standard. 01 is Long. 10 is Short. PES: must be in range [0, 2] 0
0x15:4 2 bits Undershorts 00 is S: Off / W: Off. 01 is: S: Short / W: Short. 10 is: S: Off / W: Long. 11 is: S: Short / W: Long. PES: must be in range [0, 3] (full range) 0
0x15:6 1 bit Shirttail 0 is Tucked in, 1 is Untucked PES: must be in range [0, 1] (full range) 0
0x15:7 1 bit Ankle Taping 0 is Off , 1 is On PES: must be in range [0, 1] (full range) 0
0x16:0 1 bit Player Gloves 0 is Off , 1 is On PES: must be in range [0, 1] (full range) 0
0x16:1 3 bits Player Gloves color Glasscolors.png PES: must be in range [0, 7] (full range) 0
0x16:4 4 bits Unknown D
0x17:0 22 bytes Unknown E
0x2D:0 3 bits Skin color Possible values are:
  • 0: Caucasian white / Transparent for custom models
  • 1-6:
Skin colors 2015.jpg
  • 7: None / Transparent for custom models
PES: must be in range [1, 6] 1
0x2D:3 5 bits Unknown F First two bits are Cheek Type
0x2E:0 18 bytes Unknown G
0x40:0 4 bits Iris color Eyeofthepony.png PES: must be in range [0, 10] 1
0x40:4 4 bits Unknown H
0x41:0 7 bytes Unknown I

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 if using default emblem
  • References loaded emblem number if not
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:
  • 0 - Team banners not edited
  • 1 - Team banners edited
0x012:2 1 bit Team Rivals Edited Flag Flag that tells if team has its rivals edited or default:
  • 0 - Team rivals not edited
  • 1 - Team rivals edited
0x012:3 1 bit Stadium Settings Changed Flag Flag that tells if team has its stadium settings changed or default:
  • 0 - Team stadium settings not edited
  • 1 - Team stadium settings edited
0x012:4 1 bit Stadium Name Changed Flag Flag that tells if team has its stadium name changed or default:
  • 0 - Team stadium name not edited
  • 1 - Team stadium name edited
0x012:5 1 bit Stadium Changed Flag Flag that tells if team has its stadium changed or default:
  • 0 - Team stadium not edited
  • 1 - Team stadium edited
0x012:6 1 bit Team Emblem Edited Flag Flag that tells if team has its emblem edited or default:
  • 0 - Team emblem not edited
  • 1 - Team emblem edited
0x012:7 1 bit Team Names Edited Flag Flag that tells if team has its names (Name, Short, Callname) edited or default:
  • 0 - Team names not edited
  • 1 - Team names edited
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:
  • 0x00 - Default
  • 0x11 - Changed
0x013:4 1 bit Team Coach Nation Edited Flag Flag that tells if coach nation has been changed or still default:
  • 0 - Default
  • 1 - Changed
0x013:5 1 bit Team Coach Name Edited Flag Flag that tells if coach name has been changed or still default:
  • 0 - Default
  • 1 - Changed
0x013:6 1 bit Squad Numbers Edited Flag Flag that tells if squad numbers have been changed or still default:
  • 0 - Default
  • 1 - Changed
0x013:7 1 bit Game Plan Edited Flag Flag that tells if game plan has been changed or still default:
  • 0 - Default
  • 1 - Changed
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)
0x01C:0 4 bytes Team Strip 2 (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700)
0x020:0 4 bytes Team Strip 3 (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700)
0x024:0 4 bytes Team Strip 4 (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700)
0x02C:0 4 bytes Team Strip 5 (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700)
0x030:0 4 bytes Team Strip 6 (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700)
0x034:0 4 bytes Team Strip 7 (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700)
0x03C:0 4 bytes Team Strip 8 (Team ID * 0x4000)+Number of shirt if GK: +(0x80), if Continental: +(0x700)
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 D
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)

Competition Name

Length: 92 (0x5C) bytes

Offset (byte:bit) Length Description Format Enforced limits Default value
0x00:0 2 bytes Competition ID PES: must be unique
0x02:0 14 bytes Unknown A
0x10:0 76 bytes Competition Name PES: must not exceed 25 characters

Stadium Name

Length: 128 (0x80) bytes

Offset (byte:bit) Length Description Format Enforced limits Default value
0x00:0 4 bytes Stadium ID PES: must be unique
0x04:0 124 bytes Stadium Name PES: must not exceed 40 characters

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 / Field IDs 32 x 4 bytes

This table also assigns (what I would like to call them anyways) Field IDs.
The first player in the table will get the Field ID 0x00, the second will get 0x01, and if your team has 32 players, the 32nd will get 0x1F.
These Field IDs are then used for the Game Plan menu to assign players to positions.

0x00000000 (no player)
0x84:0 32 bytes Shirt Numbers 32 x 1 bytes

Team Game Plan

Length: 520 (0x208) bytes

Offset (byte:bit) Length Description Format Enforced limits Default value
0x00:0 4 bytes Team ID
  • PES: must be unique
  • 0x03FFFF if the team slot is not used
0x04:0 11 bytes Player Positions
  • Main (Offensive)
  • Kick-off
11 x 1 byte

Possible values are:

  • 0C - Centre Forward
  • 0B - Second Striker
  • 0A - Right Wing Forward
  • 09 - Left Wing Forward
  • 08 - Attacking Midfielder
  • 07 - Right Midfielder
  • 06 - Left Midfielder
  • 05 - Centre Midfielder
  • 04 - Defensive Midfielder
  • 03 - Right Back
  • 02 - Left Back
  • 01 - Centre Back
  • 00 - Goalkeeper
0x0F:0 22 bytes Player Coordinates
  • Main (Offensive)
  • Kick-off
11 x 2 bytes
  • First byte is the vertical position (from bottom to top)
  • Second byte is the horizontal position (from left to right)
GK is always 03 34
0x25:0 11 bytes Player Positions
  • Main (Offensive)
  • When in possession
11 x 1 byte
0x30:0 22 bytes Player Coordinates
  • Main (Offensive)
  • When in possession
11 x 2 bytes
0x46:0 11 bytes Player Positions
  • Main (Offensive)
  • When out of possession
11 x 1 byte
0x51:0 22 bytes Player Coordinates
  • Main (Offensive)
  • When out of possession
11 x 2 bytes
0x67:0 1 byte (uses 1 bit) Team Instructions (WiP): Attacking Style
  • Main (Offensive)
  • 0 - Counter Attack
  • 1 - Possession Game
0x68:0 1 byte (uses 1 bit) Team Instructions (WiP): Build Up
  • Main (Offensive)
  • 0 - Long-pass
  • 1 - Short-pass
0x69:0 1 byte (uses 1 bit) Team Instructions (WiP): Attacking Area
  • Main (Offensive)
  • 0 - Wide
  • 1 - Centre
0x6A:0 1 byte (uses 1 bit) Team Instructions (WiP): Positioning
  • Main (Offensive)
  • 0 - Maintain Formation
  • 1 - Flexible
0x6B:0 1 byte (uses 1 bit) Team Instructions (WooP): Defensive Styles
  • Main (Offensive)
  • 0 - Frontline Pressure
  • 1 - All-out Defence
0x6C:0 1 byte (uses 1 bit) Team Instructions (WooP): Containment Area
  • Main (Offensive)
  • 0 - Middle
  • 1 - Wide
0x6D:0 1 byte (uses 1 bit) Team Instructions (WooP): Pressuring
  • Main (Offensive)
  • 0 - Aggressive
  • 1 - Conservative
0x6E:0 1 byte (uses 4 bits) Team Instructions (WiP): Support range
  • Main (Offensive)
1 - 10 slider 01 - 0A in PES
0x6F:0 1 byte (uses 2 bits) Team Instructions (WiP): Numbers in attack
  • Main (Offensive)
  • 1 - Few
  • 2 - Medium
  • 3 - Many
0x70:0 1 byte (uses 4 bits) Team Instructions (WooP): Defensive Line
  • Main (Offensive)
1 - 10 slider 01 - 0A in PES
0x71:0 1 byte (uses 4 bits) Team Instructions (WooP): Compactness
  • Main (Offensive)
1 - 10 slider 01 - 0A in PES
0x72:0 1 byte (uses 2 bits) Team Instructions (WooP): Numbers in defence
  • Main (Offensive)
  • 1 - Few
  • 2 - Medium
  • 3 - Many
0x73:0 11 bytes Manmarking
  • Main (Offensive)
11 x 1 bytes

Each byte refers to a Field ID of a player on the other team that will be marked.

0xFF = No Player marked 0xFF x 11
0x7E:0 1 byte (uses 1 bit) Fluid Formation Whether the team's Offensive game plan uses Fluid Formations (1) or not (0). 0
0x7F:0 11 bytes Player Positions
  • Defensive
  • Kick-off
11 x 1 byte
0x8A:0 22 bytes Player Coordinates
  • Defensive
  • Kick-off
11 x 2 bytes
0xA0:0 11 bytes Player Positions
  • Defensive
  • When in possession
11 x 1 byte
0xAB:0 22 bytes Player Coordinates
  • Defensive
  • When in possession
11 x 2 bytes
0xC1:0 11 bytes Player Positions
  • Defensive
  • When out of possession
11 x 1 byte
0xCC:0 22 bytes Player Coordinates
  • Defensive
  • When out of possession
11 x 2 bytes
0xE2:0 1 byte (uses 1 bit) Team Instructions (WiP): Attacking Style
  • Defensive
  • 0 - Counter Attack
  • 1 - Possession Game
0xE3:0 1 byte (uses 1 bit) Team Instructions (WiP): Build Up
  • Defensive
  • 0 - Long-pass
  • 1 - Short-pass
0xE4:0 1 byte (uses 1 bit) Team Instructions (WiP): Attacking Area
  • Defensive
  • 0 - Wide
  • 1 - Centre
0xE5:0 1 byte (uses 1 bit) Team Instructions (WiP): Positioning
  • Defensive
  • 0 - Maintain Formation
  • 1 - Flexible
0xE6:0 1 byte (uses 1 bit) Team Instructions (WooP): Defensive Styles
  • Defensive
  • 0 - Frontline Pressure
  • 1 - All-out Defence
0xE7:0 1 byte (uses 1 bit) Team Instructions (WooP): Containment Area
  • Defensive
  • 0 - Middle
  • 1 - Wide
0xE8:0 1 byte (uses 1 bit) Team Instructions (WooP): Pressuring
  • Defensive
  • 0 - Aggressive
  • 1 - Conservative
0xE9:0 1 byte (uses 4 bits) Team Instructions (WiP): Support range
  • Defensive
1 - 10 slider 01 - 0A in PES
0xEA:0 1 byte (uses 2 bits) Team Instructions (WiP): Numbers in attack
  • Defensive
  • 1 - Few
  • 2 - Medium
  • 3 - Many
0xEB:0 1 byte (uses 4 bits) Team Instructions (WooP): Defensive Line
  • Defensive
1 - 10 slider 01 - 0A in PES
0xEC:0 1 byte (uses 4 bits) Team Instructions (WooP): Compactness
  • Defensive
1 - 10 slider 01 - 0A in PES
0xED:0 1 byte (uses 2 bits) Team Instructions (WooP): Numbers in defence
  • Defensive
  • 1 - Few
  • 2 - Medium
  • 3 - Many
0xEE:0 11 bytes Manmarking
  • Defensive
11 x 1 bytes

Each byte refers to a Field ID of a player on the other team that will be marked.

0xFF = No Player marked 0xFF x 11
0xF9:0 1 byte (uses 1 bit) Fluid Formation Whether the team's Defensive game plan uses Fluid Formations (1) or not (0). 0
0xFA:0 11 bytes Player Positions
  • Custom
  • Kick-off
11 x 1 byte
0x105:0 22 bytes Player Coordinates
  • Custom
  • Kick-off
11 x 2 bytes
0x11B:0 11 bytes Player Positions
  • Custom
  • When in possession
11 x 1 byte
0x126:0 22 bytes Player Coordinates
  • Custom
  • When in possession
11 x 2 bytes
0x13C:0 11 bytes Player Positions
  • Custom
  • When out of possession
11 x 1 byte
0x147:0 22 bytes Player Coordinates
  • Custom
  • When out of possession
11 x 2 bytes
0x15D:0 1 byte (uses 1 bit) Team Instructions (WiP): Attacking Style
  • Defensive
  • 0 - Counter Attack
  • 1 - Possession Game
0x15E:0 1 byte (uses 1 bit) Team Instructions (WiP): Build Up
  • Defensive
  • 0 - Long-pass
  • 1 - Short-pass
0x15F:0 1 byte (uses 1 bit) Team Instructions (WiP): Attacking Area
  • Defensive
  • 0 - Wide
  • 1 - Centre
0x160:0 1 byte (uses 1 bit) Team Instructions (WiP): Positioning
  • Defensive
  • 0 - Maintain Formation
  • 1 - Flexible
0x161:0 1 byte (uses 1 bit) Team Instructions (WooP): Defensive Styles
  • Defensive
  • 0 - Frontline Pressure
  • 1 - All-out Defence
0x162:0 1 byte (uses 1 bit) Team Instructions (WooP): Containment Area
  • Defensive
  • 0 - Middle
  • 1 - Wide
0x163:0 1 byte (uses 1 bit) Team Instructions (WooP): Pressuring
  • Defensive
  • 0 - Aggressive
  • 1 - Conservative
0x164:0 1 byte (uses 4 bits) Team Instructions (WiP): Support range
  • Defensive
1 - 10 slider 01 - 0A in PES
0x165:0 1 byte (uses 2 bits) Team Instructions (WiP): Numbers in attack
  • Defensive
  • 1 - Few
  • 2 - Medium
  • 3 - Many
0x166:0 1 byte (uses 4 bits) Team Instructions (WooP): Defensive Line
  • Defensive
1 - 10 slider 01 - 0A in PES
0x167:0 1 byte (uses 4 bits) Team Instructions (WooP): Compactness
  • Defensive
1 - 10 slider 01 - 0A in PES
0x168:0 1 byte (uses 2 bits) Team Instructions (WooP): Numbers in defence
  • Defensive
  • 1 - Few
  • 2 - Medium
  • 3 - Many
0x169:0 11 bytes Manmarking
  • Custom
11 x 1 bytes

Each byte refers to a Field ID of a player on the other team that will be marked.

0xFF = No Player marked 0xFF x 11
0x174:0 1 byte (uses 1 bit) Fluid Formation Whether the team's Custom game plan uses Fluid Formations (1) or not (0). 0
0x175:0 3 bytes Unknown A
0x178:0 128 bytes Player Lineup 32 x 4 bytes

This is a list of 32 Field IDs (explained below Team Player table) that determine the team's lineup.
The first Field ID in the list will be the GK. Then the next 10 are all the outfield players. The remaining players will then fill the bench from the top down.

0x1F8:0 1 byte Long FK Taker Field ID of the player of the team to take the Long FKs.
0x1F9:0 1 byte Short FK Taker Field ID of the player of the team to take the Short FKs.
0x1FA:0 1 byte FK Taker 2 Field ID of the player of the team to be backup for FKs.
0x1FB:0 1 byte Left CK Taker Field ID of the player of the team to take the Left CKs.
0x1FC:0 1 byte Right CK Taker Field ID of the player of the team to take the Right CKs.
0x1FD:0 1 byte PK Taker Field ID of the player of the team to take the Right CKs.
0x1FE:0 1 byte Captain Field ID of the player of the team to be the Captain.
0x1FF:0 3 bytes Players to Join Attack 3 x 1 byte

Field ID of the players of the team to join the attack.

0xFF = No Player 0xFF FF FF
0x202:0 1 byte (uses 2 bits) Auto Substitution
  • 00 - Off
  • 01 - Very Late
  • 02 - Flexible
  • 03 - Very Early
0
0x203:0 1 byte (uses 1 bit) Auto Offside Trap Whether the team uses Auto Offside Trap (1) or not (0). 0
0x204:0 1 byte (uses 1 bit) Auto change Preset Tactics Whether the team uses Auto Change Preset Tactics (1) or not (0). 0
0x205:0 3 bytes Unknown B

Position Limitations (coordinates)

PES16positions.png

This file shows the coordinates of the boundaries of all playing areas. The bytes in the GK area are the fixed coordinates for all GKs in PES16.

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.