The Retro-PES Corner

On emulator I haven't stutters with PES 2

for WE6 (not the FE Version), there is a patched iso all in english (patch 1.0 + ENG by Rh4ps0dY and Evilgab):
View attachment 434426

and also FE version has a patched ISO in english but with graphics files taken from PES2 ISO... also start page audio claims "Pro Evolution Soccer 2"

I also Know there was WE6FE in ITA by WEforEver team
Thanks!

Is there a link somewhere? i tried searching for the english WE6 iso but i couldnt find it
 
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Did someone say PC port? 🔜

View attachment 434621
I known there was the possibility to make a standalone game with the emulator... but I don't remember the way

Anyway your case, seem a pc port with something like this:





EDIT: https://github.com/mstan/psxrecomp


# PSXRecomp

Generic static recompiler framework for PlayStation 1: MIPS R3000A to C to
native x64.

Background on the original prototype:
[I Built a PS1 Static Recompiler With No Prior Experience (and Claude Code)](https://1379.tech/i-built-a-ps1-static-recompiler-with-no-prior-experience-and-claude-code/)

[![PSXRecomp demo](https://img.youtube.com/vi/CID9oVhgCyY/maxresdefault.jpg)](https://www.youtube.com/watch?v=CID9oVhgCyY)

## How to use PSXRecomp

PSXRecomp takes a PlayStation disc image and BIOS and creates a recompilation
project containing C source and build scripts.

### Generate a project with the released CLI

1. Download `psxrecomp-cli-windows-x86_64.zip` from
[Releases](https://github.com/mstan/psxrecomp/releases).
2. Extract the whole zip to a folder. Keep its contents together.
3. Open PowerShell in that folder and run:

```powershell
.\psxrecomp.exe build `
--disc "C:\Games\My Game\game.cue" `
--bios "C:\BIOS\SCPH1001.BIN" `
--output "C:\Projects\MyGameRecomp"
```

Use the `.cue` file when a game has one, and keep its `.bin` track files beside
it. Single-file `.bin` and `.iso` images are also accepted.

The output folder contains:

- generated C source for the game and BIOS;
- `game.toml`, which you can edit for game-specific settings;
- `CMakeLists.txt` and build scripts; and
- a local copy of the PSXRecomp runtime source needed by the project.

The downloaded CLI is self-contained. You do not need to install Python or
build this repository to generate a project.

### Build the generated project

Install CMake, Ninja, a C/C++ compiler, and SDL2 development files. Then run:

```powershell
powershell -ExecutionPolicy Bypass -File "C:\Projects\MyGameRecomp\build.ps1"
```

The generated project also includes a shell build script for macOS and Linux:

```sh
sh /path/to/MyGameRecomp/build.sh
```

The ready-made CLI release is currently for 64-bit Windows. You can build the
CLI from source on another operating system using the instructions below.

The generated project is a practical starting point, not a promise that every
game works without game-specific fixes. PSX games can load extra code and use
hardware in ways that require additional configuration or development.

Use only disc and BIOS files you obtained legally. PSXRecomp does not include
them. Generated game and BIOS source is derived from those files, so do not
redistribute it.

### Build the CLI from source

You need Git, Python 3, CMake, Ninja, and a C++20 compiler.

```sh
git clone --recurse-submodules https://github.com/mstan/psxrecomp.git
cd psxrecomp
python tools/build_cli.py release
```

The ready-to-use CLI archive is written to `dist/`. To package debug binaries
instead, run `python tools/build_cli.py debug`.

> **Where the project is headed.** Development so far has been **breadth-first**:
> stand up as many games as possible and get them into a playable alpha, proving
> the framework generalizes. That phase has largely delivered — seven titles now
> run and ship public builds (see [Games](#games)). The project is now pivoting to
> a **depth / optimization** phase: pushing each game toward 100% static coverage,
> tightening timing accuracy, driving load times toward zero, and hardening the
> renderer and audio paths. Expect the fleet to get *faster and more accurate*
> rather than *wider* from here.

## What It Is

PSXRecomp translates PS1 MIPS binaries into C, then compiles that C as a
native executable linked against a PS1 hardware runtime. The v4 architecture
recompiles the real `SCPH1001.BIN` BIOS and runs it as the kernel — that
**low-level (LLE) recompiled BIOS is the foundation and the correctness oracle.**
Everything is architected LLE-first: accuracy comes first, and convenience is
layered on top, opt-in, never underneath.

Three things sit on that foundation:

- **An optional HLE tier.** A high-level BIOS layer can be laid over the
recompiled kernel to skip the boot sequence and service a few BIOS calls
directly — a player-facing convenience and optimization, enabled by default
but fully opt-out (`[runtime] bios_hle = false`). Anything it doesn't
implement falls straight through to the recompiled BIOS, so the LLE path stays
load-bearing and remains the oracle every accuracy check runs against.
- **Capture-and-compile for overlays.** PS1 games stream code off the disc at
runtime (*overlays*) that no ahead-of-time recompiler can see. PSXRecomp
captures each overlay the moment it loads and recompiles it to native code,
cached and reused forever after (`static → gcc → tcc` backend).
- **A general-purpose interpreter — as a transient safety net, not a fixture.**
Anything not yet native (a freshly streamed overlay, RAM-installed code) runs
in a small MIPS interpreter so the machine is always *correct*. But the
interpreter is explicitly meant to be **compiled away**: the same capture
feeds the TCC-backed sharding pipeline, which turns interpreted code into
cached native shards in the background. The more a game runs, the less the
interpreter is doing — the goal state is an idle interpreter and 100% native
execution.

PSXRecomp is a **framework**. Game-specific projects live in their own
repositories and link this one in as a **git submodule** to build a game binary.

**New here?** The fastest way in:
[`docs/EXECUTION_MODEL.md`](docs/EXECUTION_MODEL.md) (how a game actually
runs — static / native-overlay / interpreter), then
[`docs/ARCHITECTURE.md`](docs/ARCHITECTURE.md),
[`docs/BUILDING.md`](docs/BUILDING.md), and
[`CONTRIBUTING.md`](CONTRIBUTING.md).

## Games

Each game is its own repository that pins a framework commit as a submodule and
ships its own release with an in-app launcher. All are **alpha** — playable, not
yet fully validated end to end.

| Game | Repository | Latest build | Notes |
|---|---|---|---|
| *Tomba!* | [TombaRecomp](https://github.com/mstan/TombaRecomp) | [releases](https://github.com/mstan/TombaRecomp/releases/latest) | Most mature target; widescreen, supersampling, save/load. |
| *Tomba! 2* | [Tomba2Recomp](https://github.com/mstan/Tomba2Recomp) | [releases](https://github.com/mstan/Tomba2Recomp/releases/latest) | Multi-track disc support, selectable 21:9. |
| *Ape Escape* | [ApeEscapeRecomp](https://github.com/mstan/ApeEscapeRecomp) | [releases](https://github.com/mstan/ApeEscapeRecomp/releases/latest) | New launcher, widescreen, memory-card save/load. |
| *Mega Man X4* | [MegaManX4Recomp](https://github.com/mstan/MegaManX4Recomp) | [releases](https://github.com/mstan/MegaManX4Recomp/releases/latest) | Playable; widescreen. |
| *Mega Man X5* | [MegaManX5Recomp](https://github.com/mstan/MegaManX5Recomp) | [releases](https://github.com/mstan/MegaManX5Recomp/releases/latest) | Early bring-up. |
| *Mega Man X6* | [MegaManX6Recomp](https://github.com/mstan/MegaManX6Recomp) | [releases](https://github.com/mstan/MegaManX6Recomp/releases/latest) | Playable; stages, controller, save/load. |
| *Tsumu Light* | [TsumuLightRecomp](https://github.com/mstan/TsumuLightRecomp) | [releases](https://github.com/mstan/TsumuLightRecomp/releases/latest) | Japanese title (SLPS-02253); early bring-up. |

Each game repo carries its own build/run instructions, keyboard/controller
mappings, and per-game settings. **This repository builds the framework and a
BIOS-only runtime** — see [Release Package](#release-package) below.

## Philosophy — toward 100% static recompilation

The goal is simple and absolute: **a PS1 game should run as native code, not be
emulated.** Every MIPS instruction the game executes should ideally have been
translated to C and compiled ahead of time. No interpreter on the hot path, no
HLE shims, no "good enough" approximation of the hardware — the recompiled BIOS
*is* the kernel, and the recompiled game *is* the game.

PS1 games make that goal hard in one specific way: **overlays.** Games stream
code off the disc into RAM at runtime and execute it, then overwrite it with the
next overlay. That code does not exist in the executable at build time, so a
pure ahead-of-time recompiler cannot see it. This is the frontier the project is
working through, and it is why this is an **alpha/beta**: today a *majority* of a
supported game runs as statically recompiled native code, but **not yet 100%.**

How we close the gap, without ever compromising correctness:

1. **Static first.** The main executable and the BIOS are fully recompiled
ahead of time. This is the bulk of execution and it is always native.
2. **Capture → compile → cache for overlays.** As the game runs, overlays are
captured the moment they load. Offline, each is recompiled to a native DLL
keyed by its content, cached, and on later runs loaded and dispatched as
native code *before* any fallback. Coverage grows as the game is played:
every overlay someone reaches becomes native for everyone after.
3. **Interpreter failover — only for code that isn't static yet.** A small
MIPS interpreter runs *runtime-installed* code (overlays/dirty RAM) that
hasn't been captured-and-compiled. It is a safety net and a coverage feeder,
never a substitute for recompiling static code, and never on the BIOS/main-EXE
path.
4. **Precision over recall.** A piece of code we *haven't* compiled safely falls
back to the interpreter and gets captured for next time — under-coverage
self-heals. A piece we compile *wrong* would corrupt the machine, so the
system biases hard toward correctness: native code is only dispatched when its
source RAM is provably unchanged, and a registration is revoked the instant
the RAM it was compiled from is overwritten.

Two honest bounds. **The worst case is always performance, never correctness** —
anything not yet native simply runs interpreted, correctly.

**Known corner case — genuinely self-modifying / per-load-relocated code.** Some
code is rewritten or relocated to *different bytes on every load*, so it is not
static by definition and cannot be recompiled ahead of time into a single
correct translation. **This code remains interpreted** — permanently, as far as
the current design is concerned, and that is an accepted, correct outcome (the
interpreter runs it faithfully; only speed is lost). It is a narrow corner, not
a wall. We **may someday aim to cover it** — e.g. by detecting the
relocation/patch pattern and baking it in at compile time (keyed by relocation
parameters), or by compiling at load time — but we make no promise, and the
project is fully correct without it.

The aspiration is **100% static coverage** — every reachable instruction native,
the interpreter idle. The capture-and-recompile loop converges toward it the more
a game is played; this branch is where that machinery is being built.

## Status

The framework is at **alpha**: the LLE recompiled BIOS boots and hands off to
the game across all seven targets, and each runs as majority-native code with
the capture-and-compile pipeline filling overlays as they're reached. The
breadth-first push is essentially done; work now is depth and optimization.

Core subsystems, framework-wide:

| Subsystem | State |
|---|---|
| BIOS recompilation (`SCPH1001.BIN`) | Boots to shell and hands off to game; also the correctness oracle |
| HLE BIOS tier | Optional boot-skip + service layer over the recompiled BIOS; default on, opt-out |
| Game EXE recompilation | Title/menus/save-load/gameplay reached across the fleet |
| Overlay capture → compile → cache | `static → gcc → tcc`; coverage grows as a game is played |
| Interpreter failover | Correctness net for not-yet-native code; being compiled away by sharding |
| CD-ROM / MDEC / XA | FMVs stream and play; XA/CDDA timing stays authentic |
| Memory cards | Save and load verified on multiple titles |
| SIO0 controllers | Digital pad + DualShock config; per-game analog/digital selection |
| GPU | Software + OpenGL + Vulkan backends; widescreen FOV/HUD work per game |
| SPU | Working; reverb/noise/sweep and exact SPU-IRQ accuracy still being tightened |
| Interrupts, COP0, timers, GTE | Working; cycle-accuracy foundation is an active depth-phase focus |

Per-game maturity varies — see the [Games](#games) table. None of the titles is
declared fully validated end to end; users perform the final playthrough
validation on each release.

Open depth-phase fronts: cycle/IRQ-phase timing accuracy, load-time-toward-zero
(data sharding), renderer parity between the software/GL/Vulkan backends, and
driving overlay coverage the last mile to 100% static.

Running this repository's runtime without a game is useful for **BIOS-only
memory-card management**; to build and play a title, use its game repo from the
[Games](#games) table.

## Release Package

**This repository's release is BIOS-only** — it is the framework runtime, not a
game. Use it for BIOS boot and memory-card management; to play a title, grab its
release from the [Games](#games) table.

1. Download `PSXRecomp-v*-windows-x64.zip` from Releases.
2. Extract it and run `PSXRecomp.exe`.
3. Select your legally obtained `SCPH1001.BIN` BIOS when prompted.

The package does not include a PS1 BIOS, game disc image, generated game code,
or save data. The selected BIOS path is saved next to the executable as
`bios.cfg`; delete that file to pick a different BIOS later.

The game recomp projects use the same runtime picker contract but ship a
**Dear ImGui launcher**: on first run it prompts for your legally obtained BIOS
and game disc image, then lets you configure video, controls, and per-game
settings before launching. Keyboard/controller mappings live in each game's repo
and launcher, not here.

## Setup

Builds natively on **Windows (MSVC/MinGW)**, **macOS (Apple Silicon & Intel)**,
and **Linux**. The BIOS thread scheduler uses host fibers — Win32 Fibers on
Windows, `ucontext` on POSIX (`runtime/src/psx_fiber.c`) — so the recompiled
BIOS's cooperative thread switching (the CD-boot handoff in particular) behaves
the same on every platform.

Requirements at a glance (full details, dependency table, and per-platform
prerequisites in [`docs/BUILDING.md`](docs/BUILDING.md)):

- A C/C++ toolchain: MSVC or MinGW/MSYS2 (Windows), Apple Clang (macOS),
Clang/GCC (Linux). CMake 3.20+; on macOS/Linux also `ninja` and `pkg-config`.
- SDL2 (system / bundled). RmlUi and FreeType come in as **git submodules** —
clone with `--recurse-submodules`.
- A legally obtained `SCPH1001.BIN` BIOS dump. Not included.
- For game projects, a legally obtained game disc/EXE dump. Not included.

Build the framework (recompiler tool + BIOS-only runtime):

```sh
git clone --recurse-submodules https://github.com/mstan/psxrecomp.git && cd psxrecomp

cmake -S recompiler -B recompiler/build -G Ninja -DCMAKE_BUILD_TYPE=Release && cmake --build recompiler/build
cmake -S runtime -B runtime/build -G Ninja -DCMAKE_BUILD_TYPE=Release && cmake --build runtime/build --target psx-runtime
```

On Windows swap `-G Ninja` for your generator if you prefer (e.g.
`-G "Unix Makefiles"`); always keep an explicit `-DCMAKE_BUILD_TYPE` so the
generated C is optimized. Game projects generate their own
`generated/<serial>_*.c` files and link this runtime through CMake — see
[`docs/BUILDING.md`](docs/BUILDING.md#build-and-run-a-game).

## Input

Keyboard and Xbox-style controller input work out of the box; the default
fullscreen toggle is F11 / Alt+Enter / Cmd+F. **Full button maps, controller
configuration, and rebinding live in each game's repo and in-app launcher** —
they're game-facing, not part of the framework. The BIOS-only framework runtime
accepts keyboard input for navigating the BIOS shell and memory-card tools.

## Architecture

The recompiler emits C functions and dispatch tables for BIOS and game code.
The runtime loads the BIOS/game assets into emulated PS1 memory, links the
generated C as native code, and simulates hardware through MMIO handlers for
GPU, DMA, timers, CD-ROM, MDEC, SIO0, memory cards, SPU, GTE, and interrupt
delivery. The recompiled `SCPH1001.BIN` is the low-level (LLE) kernel and the
correctness oracle; an optional HLE tier lays instant boot-skip and a few BIOS
services on top, always falling through to the recompiled BIOS.

Code that can't be seen ahead of time (disc-streamed **overlays**) is captured
and compiled to native code the first time it appears (`static → gcc → tcc`
backend), with a small interpreter as the correctness fallback until it is. Full
story in [`docs/EXECUTION_MODEL.md`](docs/EXECUTION_MODEL.md); component-level
detail in [`docs/ARCHITECTURE.md`](docs/ARCHITECTURE.md).

See [`CONTRIBUTING.md`](CONTRIBUTING.md) and [`CLAUDE.md`](CLAUDE.md) for the
development rules, and [`docs/internal/`](docs/internal/) for the phased plans
and deep design notes (`PLAN.md`, `FAITHFUL_TIMING_PLAN.md`, …).

## Load Times

The runtime models **authentic 1× CD-ROM timing by default** — the same read and
seek delays as real hardware. On top of that faithful baseline, load-time
acceleration is **opt-in**, per game, so the accurate path is never compromised:

- **Turbo** — a hold-to-fast-forward key that compresses loads on demand.
- **`[runtime] turbo_loads` / `idle_skip`** — automatic acceleration during load
waits, with `turbo_audio_sink` keeping the SPU timeline coherent through the
burst.
- **Warm CD routes (`[[runtime.warm_cd_routes]]`)** — narrowly-scoped fast
read cadence armed on a specific `SetLoc`, restoring authentic timing the
moment the read pattern diverges.

FMV/XA and CDDA streaming, seek, and motor timing always stay authentic
regardless of the accelerators. Driving load times toward zero (via data
sharding) is an active depth-phase effort — see
[`docs/LOAD_TIME_ZERO.md`](docs/LOAD_TIME_ZERO.md) and
[`docs/disc-speed.md`](docs/disc-speed.md).

## Help make your game faster — just by playing it

**Why isn't the game already at full speed everywhere?** Most of a game's
code is converted ("recompiled") into a fast native program ahead of time.
But PlayStation games don't keep all of their code on screen at once — they
stream extra chunks of code off the disc as you reach new areas (these
chunks are called *overlays*). We can't convert a chunk we've never seen,
and the only way to see it is for someone to actually visit that area.
Until then, that area's code runs in a slower compatibility mode.

**You can help, just by playing.** While you play, the game quietly notices
which areas are still running in the slow mode, takes a snapshot of them,
and converts them to fast native code in the background — often within a
minute, while you keep playing. The more places you visit, the faster the
game gets. This happens automatically; you don't have to do anything.

**Your discoveries persist for you.** They are saved in a file written next
to the game called `overlay_captures.json`, and your local cache is rebuilt
from it automatically — areas you have visited stay fast on every later
session.

**Please do not post `overlay_captures.json` publicly.** The file contains
verbatim snapshots of the game's code read from your disc, which is
copyrighted material — keep it on your own machine, alongside your disc
image. A metadata-only contribution format (addresses and checksums, no
game code) is planned so discoveries can be shared safely in the future.

## Contributing

Contributions are welcome — AI-assisted or not — as long as they're reviewed,
tested, and keep the core game-agnostic. A few things hold this project together:
the faithful recompiled BIOS is the baseline and oracle, generated code is never
hand-edited (fix the recompiler and regenerate), and a change proves itself
against the Beetle oracle / on screen rather than by assertion. Game-specific work
lives in the game repos, which pin an exact framework commit as a submodule.

Read [`CONTRIBUTING.md`](CONTRIBUTING.md) before opening a PR — it covers the core
rules, how to verify a change, the regression checklist across the known games,
and how a framework fix reaches a game through its pin. Bugs and build problems go
to GitHub issues (include `gcc -v` / OS / generator for build failures); design
discussion happens in the **R.A.I.D.** Discord (invite below).

## License

PolyForm Noncommercial 1.0.0. See `LICENSE`.

The PSX BIOS and game disc images remain copyrighted by their respective
owners. This project distributes no BIOS images, no disc images, and no
game assets — those are always supplied by the user from their own
collection. Release executables (and per-game overlay caches) contain
statically recompiled (machine-translated) builds of the original code,
the same distribution model used by other static recompilation projects
such as N64: Recompiled.
 
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PES 2 PS2 is looking better and better. Before and after pictures. :BYE:




1.png2.png
2-png.434797



3.png4.png



17.png18.png



15.png16.png



9.png10.png



11.png12.png



13.png14.png



Pro Evolution Soccer 2_SLES-51114_20260728121519.pngPro Evolution Soccer 2_SLES-51114_20260728121514.png
 
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Very good, friend.
I just hope you keep the color aspect preserved from the original. Many editors use ultra-saturated grass (I don’t know what they do, everything ends up saturated). Personally, I find it bad.
I adjust these details myself in the Nvidia Control Panel and in the emulator’s own settings. For me, it looks excellent!

Another tip, or request:
Keep the Konami advertising boards. It’s more coherent than having the Champions League in the Master League, especially since there are South American teams present.

Note: On the previous page I posted WE 5. An ISO that contains all the kits. I don’t know if you intend to work on that, but it might be interesting.
 
Very good, friend.
I just hope you keep the color aspect preserved from the original. Many editors use ultra-saturated grass (I don’t know what they do, everything ends up saturated). Personally, I find it bad.
I adjust these details myself in the Nvidia Control Panel and in the emulator’s own settings. For me, it looks excellent!

Another tip, or request:
Keep the Konami advertising boards. It’s more coherent than having the Champions League in the Master League, especially since there are South American teams present.

Note: On the previous page I posted WE 5. An ISO that contains all the kits. I don’t know if you intend to work on that, but it might be interesting.


I have sensitive eyes, so I don't like overly saturated colors because they're not comfortable to look at, and also they strain my eyes a lot.
You can clearly see that the colors in these screenshots aren't overly saturated, they've only been enhanced to look more natural and visually appealing.

I'll keep the Konami advertising boards because I want to preserve the game's original feel as much as possible. After all, we're talking about a game that's almost 25 years old, so my goal is to maintain its retro vibe while enhancing the visuals to create a better gaming experience.

I haven't started changing the kits yet, but I will soon. Thanks for the suggestion, I'll definitely check it out.

PES 2 has an extremely interesting Master League with a 3-tier league system, which is one of the main reasons I want to improve its visual presentation.

Unfortunately, I can't change the entire game the way I did with the PS2 version of PES 2013, because PES 2 is almost 25 years old, and game has its own technical limitations. That is exactly why there isn't a single PES 2 patch out there.

But my version will look much better than the original vanilla version by far.
 
I have sensitive eyes, so I don't like overly saturated colors because they're not comfortable to look at, and also they strain my eyes a lot.
You can clearly see that the colors in these screenshots aren't overly saturated, they've only been enhanced to look more natural and visually appealing.

I'll keep the Konami advertising boards because I want to preserve the game's original feel as much as possible. After all, we're talking about a game that's almost 25 years old, so my goal is to maintain its retro vibe while enhancing the visuals to create a better gaming experience.

I haven't started changing the kits yet, but I will soon. Thanks for the suggestion, I'll definitely check it out.

PES 2 has an extremely interesting Master League with a 3-tier league system, which is one of the main reasons I want to improve its visual presentation.

Unfortunately, I can't change the entire game the way I did with the PS2 version of PES 2013, because PES 2 is almost 25 years old, and game has its own technical limitations. That is exactly why there isn't a single PES 2 patch out there.

But my version will look much better than the original vanilla version by far.
I understood your criterion. I liked you — you seem to be quite a perfectionist... ;)

My knowledge of PS2 (ISO) editions is limited. For many years I dedicated myself to the PC versions.
I’m a deep admirer of those guys who go the extra mile, dedicating hours of their time. Within what’s possible, I try to help with whatever is within my reach. You know, sometimes expressing a certain opinion, depending on how it’s interpreted, can offend.

Regarding the pitches and “their coloring”. I faced something similar in PES 2013.
I’ve been working exhaustively on a remaster for 5 years. In other words, the original pitches are faded and lifeless, but I didn’t want to add those packs because it would break the standardization (Konami’s design).
So I created my own texture after carefully analyzing matches at different times of day and in different weather conditions.

Look how incredible it turned out...
2.png6.png8.png
Another factor that also affects it is the quality/technology of the monitor or TV. IPS, VA, or OLED panel.
 
guys am i the only one who genuinely thinks PES 6 is incredibly hard ? i can do Winning Eleven 10 but for PES 6, i can't score at any level after Amateur. if i could get some tips on how to get better i would really appreciate it!!
 
guys am i the only one who genuinely thinks PES 6 is incredibly hard ? i can do Winning Eleven 10 but for PES 6, i can't score at any level after Amateur. if i could get some tips on how to get better i would really appreciate it!!
Interesting, i found WE10 to be more challenging than PES6.
 
Been playing WE6 (only becaue PES2 stutters on PCSX2 for me) because of the recent hot topic on this forum and i have to say its really fun, AI is challenging and players/ball has a lot weight to them, i found the PES2/WE6 version to be harder than WE6FE.
 
Been playing WE6 (only becaue PES2 stutters on PCSX2 for me) because of the recent hot topic on this forum and i have to say its really fun, AI is challenging and players/ball has a lot weight to them, i found the PES2/WE6 version to be harder than WE6FE.


If you have some link for the WE6, not FE....let me know so I can compare.
 
guys am i the only one who genuinely thinks PES 6 is incredibly hard ? i can do Winning Eleven 10 but for PES 6, i can't score at any level after Amateur. if i could get some tips on how to get better i would really appreciate it!!

Use team-mate pressure alot, to press the guy on the ball, then you just manually mark the guy who is making a run. For attack, use close control a lot, don't sprint unless you have a fast player and space. And don't shoot with guys close to you, as anytime an opponent slides near you when you shoot, you'll miss. You can score many different ways, whatever suits your style. Fast winger, cross to big target man. Long shots with guys with good shooting, or through balls to fast strikers. Formation and using the arrows for player movement matters too, again whatever suits the way you are best at playing.
 
Been playing WE6 (only becaue PES2 stutters on PCSX2 for me) because of the recent hot topic on this forum and i have to say its really fun, AI is challenging and players/ball has a lot weight to them, i found the PES2/WE6 version to be harder than WE6FE.
Yeah but WE6FE is more fun and it fixes some of the broken gameplay aspects of WE6 & PES 2.

You should try WE5, it's probably the worst game they've made but even their worst game is ok.
 
After playing PES 3 WEndetta patch PS2 iso for few days..then playing WE6FE GC version, its clear that WE6FE is just a better game. Tried PES 2 and I want to play it more but it does have this stuttering sequence when doing long range passes/crosses etc. For me, at least for now WE6FE is at #1 spot
 
After playing PES 3 WEndetta patch PS2 iso for few days..then playing WE6FE GC version, its clear that WE6FE is just a better game. Tried PES 2 and I want to play it more but it does have this stuttering sequence when doing long range passes/crosses etc. For me, at least for now WE6FE is at #1 spot
That's the the thing with PES. One day such and such is the best and then another day it's another one. I've got 4 I really like playing but I can't say which is best because they each have their unique charms. In release date order I like WE2002 PS1, WE6FE PS2, WE7i PS2 and PES 2008 PS2
 
That's the the thing with PES. One day such and such is the best and then another day it's another one. I've got 4 I really like playing but I can't say which is best because they each have their unique charms. In release date order I like WE2002 PS1, WE6FE PS2, WE7i PS2 and PES 2008 PS2
You prefer PES 2008 over WE2008 ?
 
You prefer PES 2008 over WE2008 ?
Since you asked, this probably reinforces the point I was making. Sometimes I prefer PES 2008 and sometimes I prefer WE2008 😄. Although it's not like there's a massive difference between the two, so I'll play either.
I like PES 2 more on PS1 than PS2 and the only reason I prefer WE2002 over PES 2 on PS1 is that I like the smaller player sprites of WE2002.
 
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