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Pro Evolution Soccer 2018/Edit file
Pro Evolution Soccer 2018 | |
---|---|
Game | |
Rules | |
Info | |
Tools | |
Modding |
The Edit file is called EDIT00000000 and can be found in %HOMEPATH%\documents\KONAMI\Pro Evolution Soccer 2018\save.
It is encrypted and thus, cannot be simply edited directly.
Refer to the Tools page for decrypting and editing tools.
This page is a work in progress, and currently only contains the parts that are somewhat properly mapped out.
Structure
Note: The beginning of the file is considered what pesXcrypter exports as data.dat.
- Header
- Player entries
- Player appearance entries
- Team entries
- Manager entries
- Competitions
- Stadiums
- Undocumented entries
- Team-Player table
- Competition entry entries
- Game plan entries
Header
Length: 124 (0x7C) bytes
Offset (byte:bit) | Length | Description | Format | Enforced limits | Default value |
---|
Player entry
Start: HEX block 7C
End: HEX block 3C3E5B
Entry length: 116 (0x74) 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 [138, 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, 127] | 0 |
0x0F:0 | 8 bits | Motion: Goal Celebration 2 | 0 = OFF | PES: must be in range [0, 127] | 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 | Strength on the Ball | PES: must be in range [40, 99] | 80 | |
0x1C:7 | 7 bits | Physical Contact | PES: must be in range [40, 99] | 80 | |
0x1D:6 | 7 bits | Kicking Power | PES: must be in range [40, 99] | 80 | |
0x1E:5 | 7 bits | Explosive Power | PES: must be in range [40, 99] | 80 | |
0x1F:4 | 3 bits | Motion: Unknown | Looks like a motion block but doesn't seem to do anything | 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 | 6 bits | Age | PES: must be in range [15, 50] | 17 | |
0x20:6 | 4 bits | Registered Position | Possible values are:
|
PES: must be in range [0, 12] | 12 |
0x21:2 | 1 bit | Unknown C | Presumably unused/padding. | 0 | |
0x21:3 | 5 bits | Playing Styles |
|
PES: must be be in range [0, 17] | 0 |
0x22:0 | 7 bits | Ball Control | PES: must be in range [40, 99] | 80 | |
0x22:7 | 7 bits | Ball Winning | PES: must be in range [40, 99] | 80 | |
0x23:6 | 2 bits | Weak Foot Accuracy | In-game value minus one | PES: must be in range [0, 3] (full range) | 1 |
0x24:0 | 7 bits | Jump | PES: must be in range [40, 99] | 80 | |
0x24:7 | 3 bits | Motion: Arm Movement (dribbling) | In-game value minus one | PES: must be in range [0, 7] (full range) | 0 |
0x25:2 | 3 bits | Motion: Arm Movement (running) | In-game value minus one | PES: must be in range [0, 7] (full range) | 0 |
0x25:5 | 3 bits | Motion: Corner Kick | In-game value minus one | PES: must be in range [0, 5] | 0 |
0x26:0 | 7 bits | Coverage | PES: must be in range [40, 99] | 80 | |
0x26:7 | 2 bits | Weak Foot Usage | In-game value minus one | PES: must be in range [0, 3] | 1 |
0x27:1 | 6 bits | Playable Position (Values 1-3) | An array of 3 2-bit entries with:
Each entry pertains to one position, in the following order:
|
PES: each entry must be in range [0, 2] | 0 |
0x27:7 | 1 bit | Playable Position Changed | Whether the player's playable positions are changed (1) or not (0) from default. | PES: must be in range [0, 1] (full range) | 0 |
0x28:0 | 18 bits | Playable Position (Values 5-13) | An array of 9 2-bit entries with:
Each entry pertains to one position, in the following order:
|
PES: each entry must be in range [0, 2] | 0 |
0x2A:2 | 2 bits | Motion: Hunching (dribbling) | In-game value minus one | PES: must be in range [0, 2] | 0 |
0x2A:4 | 2 bits | Motion: Hunching (running) | In-game value minus one | PES: must be in range [0, 2] | 0 |
0x2A:6 | 2 bits | Motion: Penalty Kick | In-game value minus one | PES: must be in range [0, 3] (full range) | 0 |
0x2B:0 | 7 bits | Place Kicking | PES: must be in range [40, 99] | 80 | |
0x2B:7 | 1 bit | Ability Changed | Whether the player's abilities 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 | 2 bits | Playable Position (Value 4) | A single 2-bit entry with:
This entry pertains to the remaining one position:
|
PES: each entry must be in range [0, 2] | 0 |
0x2D:1 | 7 bits | Speed | PES: must be in range [40, 99] | 80 | |
0x2E:0 | 1 bit | Player Skills Changed | Whether the player's player skills are changed (1) or not (0) from default. | PES: must be in range [0, 1] (full range) | 0 |
0x2E:1 | 1 bit | Playing Styles Changed | Whether the player's playing styles are changed (1) or not (0) from default. | PES: must be in range [0, 1] (full range) | 0 |
0x2E:2 | 1 bit | COM Playing Styles Changed | 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 |
0x2E:3 | 1 bit | Motions Changed | Whether the player's Motions are changed (1) or not (0) from default. | PES: must be in range [0, 1] (full range) | 0 |
0x2E:4 | 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 |
0x2E:5 | 1 bit | Unknown D | Presumably unused/padding. | 0 | |
0x2E:6 | 1 bit | Stronger Foot | Possible values are:
|
PES: must be in range [0, 1] (full range) | 0 |
0x2E:7 | 1 bit | Unknown E | Presumably unused/padding. | 0 | |
0x2F:0 | 7 bits | COM Playing Style | Bitmask with 7 entries:
|
PES: at most 5 may be active at once | 0 |
0x2F:7 | 28 bits | Player Skills | Bitmask with 28 entries:
|
PES: at most 10 may be active at once | 0 |
0x33:3 | 5 bits | Unknown F | Presumably unused/padding. | 0 | |
0x34:0 | 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 |
0x62:0 | 18 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
Note: A player appearance entry always follows the player data entry. That's why the start and end of the entire datablock are the same as the player entry's.
Start: HEX block 7C
End: HEX block 3C3E5B
Entry Length: 72 (0x48) bytes
Team entry
Start: HEX block 3C3E5C
End: HEX block 40A35B
Entry Length: 480 (0x1E0) bytes
Offset (byte:bit) | Length | Description | Format | Enforced limits | Default value |
---|
Manager entry
Start: HEX block 40A35C
End: HEX block 41C78B
Entry Length: 88 (0x58) bytes
Offset (byte:bit) | Length | Description | Format | Enforced limits | Default value |
---|---|---|---|---|---|
0x00:0 | 4 bytes | Manager ID | PES: must be unique | ||
0x04:0 | 2 bytes | Manager Nationality | |||
0x06:0 | 2 bytes | Manager picture ID | 0xFFFF | ||
0x08:0 | 1 byte | Unknown A | 0x60 | ||
0x09:0 | 79 bytes | Manager Name |
Competitions
Start: HEX block 41C78C
End: HEX block 41DFC3
Entry Length: 124 (0x7C) bytes
Offset (byte:bit) | Length | Description | Format | Enforced limits | Default value |
---|
Stadium Name
Start: HEX block 41DFC4
End: HEX block 41F643
Entry 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 |
Unknown section
This section is located between the Stadium name and Team Player tables, but has not been documented yet.
Start: HEX block 41F644
End: HEX block 46FF53
Entry Length: 132 (0x84) bytes
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.
Start: HEX block 46FF54
End: HEX block 487FB3
Entry 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.
Start: HEX block 487FB4
End: HEX block 488B73
Entry Length: 3008 (0xBC0) bytes (whole section)
Offset (byte:bit) | Length | Amount of teams | League/Cup |
---|
Team Game Plan
In addition to storing saved tactics in the Edit File, this exact same structure is present in PES memory for both teams during a match and pre-match (after team select) and contains the currently set tactics for each team.
Some values or settings may be marked "invalid in Edit Mode" or "pre-match only" to indicate that PES cannot be used to set them in the Edit File.
Start: HEX block 488B74
End: HEX block 4E4B53
Entry Length: 628 (0x274) bytes
Offset (byte:bit) | Length | Description | Format | Enforced limits | Default value |
---|---|---|---|---|---|
0x000:0 | 4 bytes | Team ID |
|
||
0x004:0 | 160 bytes | Preset Tactics 1: Main (Offensive) | see below (add 0x004 to all offsets) | ||
0x000:0 | 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..
|
||
0x00B: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 | |
0x021:0 | 11 bytes | Player Positions
|
11 x 1 byte | ||
0x02C:0 | 22 bytes | Player Coordinates
|
11 x 2 bytes | ||
0x042:0 | 11 bytes | Player Positions
|
11 x 1 byte | ||
0x04D:0 | 22 bytes | Player Coordinates
|
11 x 2 bytes | ||
0x063:0 | 1 byte | Attacking Style |
|
||
0x064:0 | 1 byte | Build Up |
|
||
0x065:0 | 1 byte | Attacking Area |
|
||
0x066:0 | 1 byte | Positioning |
|
||
0x067:0 | 1 byte | Defensive Styles |
|
||
0x068:0 | 1 byte | Containment Area |
|
||
0x069:0 | 1 byte | Pressuring |
|
||
0x06A:0 | 2 bytes | Unknown A | Padding? | 0x0000 | |
0x06C:0 | 1 byte | Attack1 (Advanced Instructions) |
Advanced Instruction ID:
|
OFF and attacking instructions (0x00-0x09) | 0x00 |
0x06D:0 | 3 bytes | Unknown B (Attack1) | For both this and Unknown C, PES doesn't seem to care what they are and writes semi-random shit (usually 00 or FF) to them every time the advanced instruction is changed. | ||
0x070:0 | 1 byte | Targeted Player (Attack1) | Index ID of the player selected for Defensive, 0x00 when Defensive isn't selected | 0x00 | |
0x071:0 | 3 bytes | Unknown C (Attack1) | |||
0x074:0 | 1 byte | Attack2 | Advanced Instruction ID | OFF and attacking instructions (0x00-0x09) | 0x00 |
0x075:0 | 3 bytes | Unknown B (Attack2) | |||
0x078:0 | 1 byte | Targeted Player (Attack2) | Index ID of the player selected for Defensive, 0x00 when Defensive isn't selected | 0x00 | |
0x079:0 | 3 bytes | Unknown C (Attack2) | |||
0x07C:0 | 1 byte | Defence1 | Advanced Instruction ID | OFF and defending instructions (0x00, 0x0A-0x0F) in PES, except for Tight Marking (0x0D) in Edit Mode | 0x00 |
0x07D:0 | 3 bytes | Unknown B (Defence1) | |||
0x080:0 | 1 byte | Targeted Player (Defence1) | Index ID of the player selected for Counter Target or Tight Marking, 0x00 when neither are selected | 0x01-0x0A | |
0x081:0 | 3 bytes | Unknown C (Defence1) | |||
0x084:0 | 1 byte | Defence2 | Advanced Instruction ID | OFF and defending instructions (0x00, 0x0A-0x0F) in PES, except for Tight Marking (0x0D) in Edit Mode | 0x00 |
0x085:0 | 3 bytes | Unknown B (Defence2) | |||
0x088:0 | 1 byte | Targeted Player (Defence2) | Index ID of the player selected for Counter Target or Tight Marking, 0x00 when neither are selected | 0x01-0x0A | |
0x089:0 | 3 bytes | Unknown C (Defence2) | |||
0x08C:0 | 1 byte | Support range | 1 - 10 slider | 01 - 0A in PES | |
0x08D:0 | 1 byte | Numbers in attack? | Unused | set to 3 (Many in PES16) | |
0x08E:0 | 1 byte | Defensive Line | 1 - 10 slider | 01 - 0A in PES | |
0x08F:0 | 1 byte | Compactness | 1 - 10 slider | 01 - 0A in PES | |
0x090:0 | 1 byte | Numbers in defence? | Unused | Set to 3 (Many in PES16) | |
0x091:0 | 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. (Invalid in Edit Mode) |
0xFF = No Player marked | 0xFF x 11 |
0x09C:0 | 1 byte | Fluid Formation | Whether the team's Offensive game plan uses Fluid Formations (1) or not (0). | 0 | |
0x09D:0 | 3 bytes | Unknown D | Padding? | 0x000000 | |
0x0A4:0 | 160 bytes | Preset Tactics 2: Defensive | see above (add 0x0A4 to all offsets) | ||
0x144:0 | 160 bytes | Preset Tactics 3: Custom | see above (add 0x144 to all offsets) | ||
0x1E4:0 | 32 bytes | Player Lineup | 32 bytes
This is a list of 32 Index IDs (explained below Team Player table) that determine the team's lineup. |
||
0x204:0 | 1 byte | Long FK Taker | Index ID of the player to take the Long FKs. | ||
0x205:0 | 1 byte | Short FK Taker | Index ID of the player to take the Short FKs. | ||
0x206:0 | 1 byte | FK Taker 2 | Index ID of the player to be backup for FKs. | ||
0x207:0 | 1 byte | Left CK Taker | Index ID of the player to take the Left CKs. | ||
0x208:0 | 1 byte | Right CK Taker | Index ID of the player to take the Right CKs. | ||
0x209:0 | 1 byte | PK Taker | Index ID of the player to take the PKs. | ||
0x20A:0 | 3 bytes | Players to Join Attack | 3 x 1 byte
Index ID of the players to join the attack. |
0xFF = No Player | 0xFF FF FF |
0x20D:0 | 1 byte | Captain | Index ID of the player to be the Captain. | ||
0x20E:0 | 1 byte | Auto Substitution |
|
0 | |
0x20F:0 | 1 byte | Auto Offside Trap | Whether the team uses Auto Offside Trap (1) or not (0). | 0 | |
0x210:0 | 1 byte | Auto change Preset Tactics | Whether the team uses Auto Change Preset Tactics (1) or not (0). | 0 | |
0x211:0 | 1 byte | Auto Change Attack/Defence Level | Whether the team uses Auto Change Attack/Defence Level (1) or not (0). | 0 | |
0x212:0 | 1 byte | Auto Lineup Select |
|
0 | |
0x213:0 | 1 byte | Unknown E | Don't know what this is but PES copies it into memory along with the rest of this section so ¯\_(ツ)_/¯ | 0 | |
0x214:0 | 96 bytes | Nothing | Padding, most likely leftover from PES16 when Player Lineup used 4 bytes for each index ID instead of 1 | 0x00 x 96 |
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.