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Pro Evolution Soccer 2016/Edit file
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
- Competitions
- Stadiums
- Team-Player table
- Competition entry entries
- Game plan entries
Header
Length: 76 (0x4C) bytes
Offset (byte:bit) | Length | Description | Format | Enforced limits | Default value |
---|---|---|---|---|---|
0x00:0 | 12 bytes | Unknown A | |||
0x0C:0 | 2 bytes | PES version | |||
0x0E:0 | 2 bytes | Unknown B | |||
0x10:0 | 2 bytes | DLC version | |||
0x12:0 | 2 bytes | Unknown C | |||
0x14:0 | 2 bytes | DLC version | |||
0x16:0 | 22 bytes | Unknown D | |||
0x2C:0 | 2 bytes | PES version | |||
0x2E:0 | 2 bytes | Unknown E | |||
0x30:0 | 2 bytes | DLC version | |||
0x32:0 | 2 bytes | Unknown F | |||
0x34:0 | 2 bytes | Amount of player stats entries | |||
0x36:0 | 2 bytes | Amount of player appearance entries | |||
0x38:0 | 2 bytes | Amount of team entries | |||
0x3A:0 | 2 bytes | Amount of competition entries | |||
0x3C:0 | 2 bytes | Amount of stadium entries | |||
0x3E:0 | 4 bytes | Unknown G | |||
0x42:0 | 2 bytes | Amount of team entries (presumably for team player tables) | |||
0x44:0 | 2 bytes | Unknown H | |||
0x46:0 | 2 bytes | Amount of team entries (presumably for game plans) | |||
0x48:0 | 4 bytes | Unknown I |
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:
|
PES: must be in range [0, 12] | 12 |
0x20:4 | 1 bit | Unknown C | Presumably unused/padding. | 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 | 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:
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 | 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:
|
PES: must be in range [0, 1] (full range) | 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: default values are based on a newly created edited player.
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) | ||
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 Player ID to a Team 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 / Index IDs | 32 x 4 bytes
This table also assigns (what I would like to call them anyways) Index IDs. |
0x00000000 (no player) | |
0x84:0 | 32 bytes | Shirt Numbers | 32 x 1 bytes |
Competition Entry
This section does not use separators nor do individual sections have a fixed length.
It is almost a continued list of Team IDs (length: 4 bytes) that will determine what team plays in what league. For example, the first 20 team IDs are teams that will play in the English League. Right after that you get 20 team IDs that will play in the English 2nd Division. Therefore this section will be slightly different from the other ones. 0xFFFF0300 is used to mark 'no team' in the list.
Length: 2848 (0xB20) bytes (whole section)
Offset (byte:bit) | Length | Amount of teams | League/Cup |
---|---|---|---|
0x00:0 | 80 bytes | 20 | English League |
0x50:0 | 96 bytes | 24 | English 2nd Division |
0xB0:0 | 80 bytes | 20 | Ligue 1 |
0x100:0 | 80 bytes | 20 | Ligue 2 |
0x150:0 | 80 bytes | 20 | Italian League |
0x1A0:0 | 88 bytes | 22 | Italian 2nd Division |
0x1FB:0 | 72 bytes | 18 | Eredivisie |
0x240:0 | 80 bytes | 20 | Liga BBVA |
0x290:0 | 88 bytes | 22 | Liga Adelante |
0x2EB:0 | 72 bytes | 18 | Portugal League |
0x330:0 | 80 bytes | 20 | Brazilian League |
0x380:0 | 120 bytes | 30 | Argentine League |
0x3F8:0 | 64 bytes | 16 | Chilean League |
0x438:0 | 8 bytes | 2 | Unknown A |
0x440:0 | 80 bytes | 20 | PEU League |
0x490:0 | 80 bytes | 20 | PLA League |
0x4E0:0 | 80 bytes | 20 | PAS League |
0x530:0 | 72 bytes | 18 | Unknown B |
0x578:0 | 152 bytes | 38 | Unknown C |
0x610:0 | 152 bytes | 38 | Unknown D |
0x6A8:0 | 188 bytes | 47 | Unknown E |
0x764:0 | 188 bytes | 47 | Unknown F |
0x820:0 | 128 bytes | 32 | Unknown G |
0x8A0:0 | 160 bytes | 40 | Unknown H |
0x940:0 | 36 bytes | 9 | Other European Teams |
0x964:0 | 164 bytes | 41 | Unknown I |
0xA08:0 | 16 bytes | 4 | Other Latin American Teams |
0xA18:0 | 264 bytes | 66 | Unknown J |
Team Game Plan
Length: 520 (0x208) bytes
Offset (byte:bit) | Length | Description | Format | Enforced limits | Default value |
---|---|---|---|---|---|
0x00:0 | 4 bytes | Team ID |
|
||
0x04:0 | 11 bytes | Player Positions
|
11 x 1 byte The first byte is the first player in the Player Lineup, the second byte is the second player in the Player Lineup, etc..
|
||
0x0F:0 | 22 bytes | Player Coordinates
|
11 x 2 bytes The first byte pair is the first player in the Player Lineup, the second byte pair is the second player in the Player Lineup, etc..
|
GK is always 03 34 | |
0x25:0 | 11 bytes | Player Positions
|
11 x 1 byte | ||
0x30:0 | 22 bytes | Player Coordinates
|
11 x 2 bytes | ||
0x46:0 | 11 bytes | Player Positions
|
11 x 1 byte | ||
0x51:0 | 22 bytes | Player Coordinates
|
11 x 2 bytes | ||
0x67:0 | 1 byte (uses 1 bit) | Team Instructions (WiP): Attacking Style
|
|
||
0x68:0 | 1 byte (uses 1 bit) | Team Instructions (WiP): Build Up
|
|
||
0x69:0 | 1 byte (uses 1 bit) | Team Instructions (WiP): Attacking Area
|
|
||
0x6A:0 | 1 byte (uses 1 bit) | Team Instructions (WiP): Positioning
|
|
||
0x6B:0 | 1 byte (uses 1 bit) | Team Instructions (WooP): Defensive Styles
|
|
||
0x6C:0 | 1 byte (uses 1 bit) | Team Instructions (WooP): Containment Area
|
|
||
0x6D:0 | 1 byte (uses 1 bit) | Team Instructions (WooP): Pressuring
|
|
||
0x6E:0 | 1 byte (uses 4 bits) | Team Instructions (WiP): Support range
|
1 - 10 slider | 01 - 0A in PES | |
0x6F:0 | 1 byte (uses 2 bits) | Team Instructions (WiP): Numbers in attack
|
|
||
0x70:0 | 1 byte (uses 4 bits) | Team Instructions (WooP): Defensive Line
|
1 - 10 slider | 01 - 0A in PES | |
0x71:0 | 1 byte (uses 4 bits) | Team Instructions (WooP): Compactness
|
1 - 10 slider | 01 - 0A in PES | |
0x72:0 | 1 byte (uses 2 bits) | Team Instructions (WooP): Numbers in defence
|
|
||
0x73:0 | 11 bytes | Manmarking
|
11 x 1 bytes
Each byte refers to a Index 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
|
11 x 1 byte | ||
0x8A:0 | 22 bytes | Player Coordinates
|
11 x 2 bytes | ||
0xA0:0 | 11 bytes | Player Positions
|
11 x 1 byte | ||
0xAB:0 | 22 bytes | Player Coordinates
|
11 x 2 bytes | ||
0xC1:0 | 11 bytes | Player Positions
|
11 x 1 byte | ||
0xCC:0 | 22 bytes | Player Coordinates
|
11 x 2 bytes | ||
0xE2:0 | 1 byte (uses 1 bit) | Team Instructions (WiP): Attacking Style
|
|
||
0xE3:0 | 1 byte (uses 1 bit) | Team Instructions (WiP): Build Up
|
|
||
0xE4:0 | 1 byte (uses 1 bit) | Team Instructions (WiP): Attacking Area
|
|
||
0xE5:0 | 1 byte (uses 1 bit) | Team Instructions (WiP): Positioning
|
|
||
0xE6:0 | 1 byte (uses 1 bit) | Team Instructions (WooP): Defensive Styles
|
|
||
0xE7:0 | 1 byte (uses 1 bit) | Team Instructions (WooP): Containment Area
|
|
||
0xE8:0 | 1 byte (uses 1 bit) | Team Instructions (WooP): Pressuring
|
|
||
0xE9:0 | 1 byte (uses 4 bits) | Team Instructions (WiP): Support range
|
1 - 10 slider | 01 - 0A in PES | |
0xEA:0 | 1 byte (uses 2 bits) | Team Instructions (WiP): Numbers in attack
|
|
||
0xEB:0 | 1 byte (uses 4 bits) | Team Instructions (WooP): Defensive Line
|
1 - 10 slider | 01 - 0A in PES | |
0xEC:0 | 1 byte (uses 4 bits) | Team Instructions (WooP): Compactness
|
1 - 10 slider | 01 - 0A in PES | |
0xED:0 | 1 byte (uses 2 bits) | Team Instructions (WooP): Numbers in defence
|
|
||
0xEE:0 | 11 bytes | Manmarking
|
11 x 1 bytes
Each byte refers to a Index 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
|
11 x 1 byte | ||
0x105:0 | 22 bytes | Player Coordinates
|
11 x 2 bytes | ||
0x11B:0 | 11 bytes | Player Positions
|
11 x 1 byte | ||
0x126:0 | 22 bytes | Player Coordinates
|
11 x 2 bytes | ||
0x13C:0 | 11 bytes | Player Positions
|
11 x 1 byte | ||
0x147:0 | 22 bytes | Player Coordinates
|
11 x 2 bytes | ||
0x15D:0 | 1 byte (uses 1 bit) | Team Instructions (WiP): Attacking Style
|
|
||
0x15E:0 | 1 byte (uses 1 bit) | Team Instructions (WiP): Build Up
|
|
||
0x15F:0 | 1 byte (uses 1 bit) | Team Instructions (WiP): Attacking Area
|
|
||
0x160:0 | 1 byte (uses 1 bit) | Team Instructions (WiP): Positioning
|
|
||
0x161:0 | 1 byte (uses 1 bit) | Team Instructions (WooP): Defensive Styles
|
|
||
0x162:0 | 1 byte (uses 1 bit) | Team Instructions (WooP): Containment Area
|
|
||
0x163:0 | 1 byte (uses 1 bit) | Team Instructions (WooP): Pressuring
|
|
||
0x164:0 | 1 byte (uses 4 bits) | Team Instructions (WiP): Support range
|
1 - 10 slider | 01 - 0A in PES | |
0x165:0 | 1 byte (uses 2 bits) | Team Instructions (WiP): Numbers in attack
|
|
||
0x166:0 | 1 byte (uses 4 bits) | Team Instructions (WooP): Defensive Line
|
1 - 10 slider | 01 - 0A in PES | |
0x167:0 | 1 byte (uses 4 bits) | Team Instructions (WooP): Compactness
|
1 - 10 slider | 01 - 0A in PES | |
0x168:0 | 1 byte (uses 2 bits) | Team Instructions (WooP): Numbers in defence
|
|
||
0x169:0 | 11 bytes | Manmarking
|
11 x 1 bytes
Each byte refers to a Index 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 Index IDs (explained below Team Player table) that determine the team's lineup. |
||
0x1F8:0 | 1 byte | Long FK Taker | Index ID of the player of the team to take the Long FKs. | ||
0x1F9:0 | 1 byte | Short FK Taker | Index ID of the player of the team to take the Short FKs. | ||
0x1FA:0 | 1 byte | FK Taker 2 | Index ID of the player of the team to be backup for FKs. | ||
0x1FB:0 | 1 byte | Left CK Taker | Index ID of the player of the team to take the Left CKs. | ||
0x1FC:0 | 1 byte | Right CK Taker | Index ID of the player of the team to take the Right CKs. | ||
0x1FD:0 | 1 byte | PK Taker | Index ID of the player of the team to take the Right CKs. | ||
0x1FE:0 | 1 byte | Captain | Index ID of the player of the team to be the Captain. | ||
0x1FF:0 | 3 bytes | Players to Join Attack | 3 x 1 byte
Index 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 |
|
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)
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.