The Retro-PES Corner

I played many hours on it on my first home computer in 1985 when I was a child...

MSX Philips VG-8020

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Play it online...



Konami released for MSX platform, many of the best games of the time


nowadays for the new generations seeing a game like this makes you laugh, but at the time it was the best video game football could offer and it seemed like something extraordinary for childs used to playing football only on Commodore 64, a mass-market home computer of the time, clearly inferior to what any MSX of any brand could offer

"konami's SOCCER" is the true antesinian of what many years later became the winning eleven / pro evolution soccer series
 
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Question: I'm revisiting some older titles again at the moment and encountering an issue, especially in PES4, when playing with the wide camera (in the past I always used the default one but these days can't do without wide), that the games stutters and slows down significantly when there are a larger proportion of players in the frame. That issue doesn't happen in the normal cam view because there are hardly ever so many players in the frame, but in the wide camera, if you want to build play, the game comes nearly to halt. Anything I can do (beside changing the cam) to speed it up?
 
I managed to find where PES2008 EU PS2 has the hardcoded 3 subs struct in the .ovl files.

So right now, there are two options to use 5 subs in all modes:

Method A - .pnach for PCSX2 - add this in your existing .pnach file for PES2008


Code:
//5 Substitutions in all modes (Cup, League, Master League)
//Changes: addiu $v1, $zero, 3 -> addiu $v1, $zero, 5
//At 0x00388CAC in MATCH_SETTINGS init for competitive modes
//Sets numSubs field at struct offset +0x13 (0x005B9AC3)
patch=1,EE,00388CAC,word,24030005 //24030003
//Data patch: forces MATCH_SETTINGS.numSubs=5 continuously (covers ML and all modes)
patch=1,EE,005B9AC3,byte,05

Method B - .ovl file hex edit - this works everywhere, emulator or real hardware, and is the cleanest solution

We need to extract unnamed_1.ovl (cmt.ovl) and unnamed_17.ovl (league_common.ovl) from over.afs with GGS.

we have 3 total hardcoded li 3 + sb numSubs writes across all OVLs:

league_common.ovl -- 0x03DFF8 -- Main competitive mode init
cmt.ovl -- 0x029398 -- Commentary/match setup path 1
cmt.ovl -- 0x0295F0 -- Commentary/match setup path 2


For each, we open the .ovl with hex editor and go to these offsets. We then change byte at the offset from 03 to 05. (the least-significant byte of the little-endian word 24030003 → 24030005).

so we need to do three single-byte changes across two OVL files — all changing addiu $v1, $zero, 3 → addiu $v1, $zero, 5:

league_common.ovl (unnamed_17) -- 0x03DFF8 -- 03 → 05
cmt.ovl (unnamed_1) -- 0x029398 -- 03 → 05
cmt.ovl (unnamed_1) -- 0x0295F0 -- 03 → 05

These are the only places in all OVL files that hardcode numSubs = 3. The instruction word changes from 0x24030003 to 0x24030005 (first byte in little-endian).

To use on real hardware, insert these modified OVL files back into over.afs with GGS.

Like i said before, I have no intention of pursuing this for other games, but the logic should be exactly the same in the same files (league_common and cmt ovl), so it should be relatively easy to find what to patch for other PS2 games.

Attached to this post is the OVER.AFS file of PES2008 EU ENG/SPA (SLES549.13), with ML Start Year 2025 and 5 subs in all modes - you can just replace the OVER.AFS in your ISO with GGS.
:)

Hello, good day. My apologies—do you happen to know anything about enabling the trophy presentation scenes when you win a league, for example, the Premier League?

@marqisspes6 you have a info bro?
 
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A patch already existed for the US version of ISS Deluxe (SNES).
I created one for the EU version. You can find it here.
I also release the basic editor I created with ChatGPT in order to produce this patch.
 
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