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Pro Evolution Soccer 2016/Edit file
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.
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
- unkown
- Team entries
- unknown
Header
Length: 76 bytes
- 52 bytes - unknown
- 2 bytes - Number of players
- 22 bytes - unknown
Player entry
Length: 112 bytes
Offset (byte:bit) | Length | Description | Format | Enforced limits |
---|---|---|---|---|
0x00:0 | 4 bytes | Player ID | ||
0x04:0 | 4 bytes | Commentary Name | References a player ID | |
0x08:0 | 2 bytes | Unknown | Always 0xFFFF | |
0x0A:0 | 2 bytes | Country | ||
0x0C:0 | 8 bits | Height (cm) | PES: must be in range [155, 210] | |
0x0D:0 | 8 bits | Weight (kg) | PES: must be in range [max(30, Height - 129), Height - 81] | |
0x0E:0 | 8 bits | Motion: Goal Celebration 1 | 0 = OFF | PES: must be in range [0, 122] |
0x0F:0 | 8 bits | Motion: Goal Celebration 2 | 0 = OFF | PES: must be in range [0, 122] |
0x10:0 | 7 bits | Attacking Prowess | PES: must be in range [40, 99] | |
0x10:7 | 7 bits | Defensive Prowess | PES: must be in range [40, 99] | |
0x11:6 | 7 bits | Goalkeeping | PES: must be in range [40, 99] | |
0x12:5 | 7 bits | Dribbling | PES: must be in range [40, 99] | |
0x13:4 | 4 bits | Motion: Free Kick | Value minus one | |
0x14:0 | 7 bits | Finishing | PES: must be in range [40, 99] | |
0x14:7 | 7 bits | Low Pass | PES: must be in range [40, 99] | |
0x15:6 | 7 bits | Lofted Pass | PES: must be in range [40, 99] | |
0x16:5 | 7 bits | Header | PES: must be in range [40, 99] | |
0x17:4 | 3 bits | Motion: Form | Value minus one | PES: must be in range [0, 7] (full range) |
0x17:7 | 1 bit | Unknown | ||
0x18:0 | 7 bits | Swerve | PES: must be in range [40, 99] | |
0x18:7 | 7 bits | Catching | PES: must be in range [40, 99] | |
0x19:6 | 7 bits | Clearing | PES: must be in range [40, 99] | |
0x1A:5 | 7 bits | Reflexes | PES: must be in range [40, 99] | |
0x1B:4 | 2 bits | Injury Resistance | Value minus one | PES: must be in range [0, 2] |
0x1B:6 | 2 bits | Unknown | ||
0x1C:0 | 7 bits | Body Balance | PES: must be in range [40, 99] | |
0x1C:7 | 7 bits | Kicking Power | PES: must be in range [40, 99] | |
0x1D:6 | 7 bits | Explosive Power | PES: must be in range [40, 99] | |
0x1E:5 | 7 bits | Jump | PES: must be in range [40, 99] | |
0x1F:4 | 3 bits | Motion: Arm Movement (dribbling) | Value minus one | |
0x1F:7 | 1 bit | Unknown | ||
0x20:0 | 4 bits | Registered Position | Possible values are
|
|
0x20:4 | 1 bits | Unknown | ||
0x20:5 | 5 bits | Playing Style | ||
0x21:2 | 7 bits | Ball Control | PES: must be in range [40, 99] | |
0x22:1 | 7 bits | Ball Winning | PES: must be in range [40, 99] | |
0x23:0 | 7 bits | Coverage | PES: must be in range [40, 99] | |
0x23:7 | 1 bit | Unknown | ||
0x24:0 | 3 bits | Motion: Arm Movement (running) | Value minus one | |
0x24:3 | 3 bits | Motion: Corner Kick | Value minus one | |
0x24:6 | 2 bits | Weak Foot Accuracy | Value minus one | PES: must be in range [0, 3] |
0x25:0 | 2 bits | Weak Foot Usage | Value minus one | PES: must be in range [0, 3] |
0x25:2 | 26 bits | Playable Position | An array of 13 2-bit entries. Each entry takes on one of the three values
Each entry pertains to one position, in the following order
|
|
0x28:4 | 2 bits | Motion: Hunching (dribbling) | Value minus one | |
0x28:6 | 2 bits | Motion: Hunching (running) | Value minus one | |
0x29:0 | 2 bits | Motion: Penalty Kick | Value minus one | |
0x29:2 | 7 bits | Place Kicking | PES: must be in range [40, 99] | |
0x2A:1 | 7 bits | Speed | PES: must be in range [40, 99] | |
0x2B:0 | 6 bits | Age | PES: must be in range [15, 50] | |
0x2B:6 | 2 bits | Unknown | ||
0x2C:0 | 7 bits | Stamina | PES: must be in range [40, 99] | |
0x2C:7 | 1 bit | Unknown | ||
0x2D:0 | 4 bits | Unknown | ||
0x2D:4 | 1 bits | Stronger Foot | Value stands for
|
|
0x2D:5 | 7 bits | COM Playing Style | Bitmask with 7 entries:
|
PES: at most 5 can be active at once |
0x2E:4 | 28 bits | Player Skills | A bitmask with 28 entries:
|
PES: at most 10 can be active at once |
0x32:0 | 46 bytes | Player Name | Null-terminated string |
PES: must not exceed 15 characters |
0x60:0 | 16 bytes | Print Name | Null-terminated string |
|
Team entry
Length: 456
- 4 bytes - Team ID
- 60 bytes - unknown
- 4 bytes - Rival Team 1 (Team ID)
- 4 bytes - Rival Team 2 (Team ID)
- 4 bytes - Rival Team 3 (Team ID)
- 72 bytes - unknown
- 70 bytes - Team Name (last byte should probably be 00) (length is assumed, not proven)
- 189 bytes - Team Score Board Name (last byte should probably be 00) (length is assumed, not proven)
- 0 bytes - probably something else within Team Score Board Name
- 49 bytes - Manager Name (last byte should probably be 00) (length is assumed, not proven)
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 behavior 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.