The Retro-PES Corner

I understand you are a collector but

a) most importantly from what I know these 20 years I am here, evoweb is not a marketplace.

b) these prices are out of this world. You can get we9le for 150 and we10le for less in ebay - which are crazy prices anyway.

I saw the WE9LE being sold individually for 500buck.

I'm just suggesting it. No one is forced to buy it.
 
I saw the WE9LE being sold individually for 500buck.

I'm just suggesting it. No one is forced to buy it.
There's a WE9LE for around £160 on eBay UK so I think a fairer price would be around $400 USD for the two games. Retro gaming is expensive!
Luckily most of use the ISO dark arts.
 
Guys, I had a blast from the past dream, this night, I was back 20 years ago to my friend's house, and 6 of us played PES 5 till I woke up... Now I can't stop thinking about PES 5. Whole morning and it is 13h now... I got normal PC and PS5, is there a way I could play PES 5 without having to purchase PS2? THANK YOU ALL

You can download the PC version (check my thread with installers) or download the PS2 ISO and use pcsx2 to emulate it, as for PS5 no idea
 
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.
:)

 
Last edited:
I managed to change subs to 5 for all modes in PES2008 PS2 EU - Master League, Cup, League etc. - only for emulator at the moment.

Add the following lines to your .pnach.

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

Geek notes:

How it works

  1. MATCH_SETTINGS struct lives at 0x005B9AB0 in EE memory. The numSubs field is at offset +0x13 (absolute address 0x005B9AC3).
  2. For friendly/exhibition mode, the game copies the user-selected sub count (0-7 from the menu) into numSubs — this already works for 5+ subs.
  3. For competitive modes (Cup, League, Master League), the ELF code at 0x00388CAC hardcodes li $v1, 3 and stores it to numSubs. The patch changes this to li $v1, 5.
    1. Code patch at 0x00388CAC — changes li $v1, 3 to li $v1, 5 (covers Cup/League init that calls the ELF function directly)
    2. Data patch at 0x005B9AC3 — continuously forces numSubs = 5 at the MATCH_SETTINGS struct (covers ML mode and any other mode that sets numSubs through overlay code)
  4. The data patch (patch=1,EE,...,byte,...) is applied every frame by PCSX2, so even if ML overlay code writes 3 to numSubs, it gets overwritten back to 5 before the next frame. Since the substitution limit check happens when the user requests a sub (not every frame), this works


Thanks to @marqisspes6 for pointing me to the right direction.

This will most likely apply to all PES PS2 games, with different memory addresses. I'm not interested in searching for other games atm but this may help anyone interested to try. :)
That's nice!

Does it somehow affect the CPU's sub logic so that CPU makes 5 subs too?
 
Last edited:
I managed to change subs to 5 for all modes in PES2008 PS2 EU - Master League, Cup, League etc. - only for emulator at the moment.

Add the following lines to your .pnach.

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

Geek notes:

How it works

  1. MATCH_SETTINGS struct lives at 0x005B9AB0 in EE memory. The numSubs field is at offset +0x13 (absolute address 0x005B9AC3).
  2. For friendly/exhibition mode, the game copies the user-selected sub count (0-7 from the menu) into numSubs — this already works for 5+ subs.
  3. For competitive modes (Cup, League, Master League), the ELF code at 0x00388CAC hardcodes li $v1, 3 and stores it to numSubs. The patch changes this to li $v1, 5.
    1. Code patch at 0x00388CAC — changes li $v1, 3 to li $v1, 5 (covers Cup/League init that calls the ELF function directly)
    2. Data patch at 0x005B9AC3 — continuously forces numSubs = 5 at the MATCH_SETTINGS struct (covers ML mode and any other mode that sets numSubs through overlay code)
  4. The data patch (patch=1,EE,...,byte,...) is applied every frame by PCSX2, so even if ML overlay code writes 3 to numSubs, it gets overwritten back to 5 before the next frame. Since the substitution limit check happens when the user requests a sub (not every frame), this works


Thanks to @marqisspes6 for pointing me to the right direction.

This will most likely apply to all PES PS2 games, with different memory addresses. I'm not interested in searching for other games atm but this may help anyone interested to try. :)
This needs its own thread
 
If i try to play Konami cup with group stage on, really there is no way to play home and away games but only in knock out format?? Im in PES 6. What the???
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I know that some people praise J.league winning eleven 2008 as the best PES/Winning eleven game.
But to me seems like J.league winning eleven 2009 is even better, somehow more upgraded, it really clicked with me.
I would rate 2008 9.5/10, and 2009 10/10.
Probably two best PES/Winning eleven games.
When I was a lot younger I had PES 2009 (PS2), and played that game probably for thousands of hours, because at the time I was still not employed and could not afford to buy many games, and did not feel the need to acquire more football games, it will always have special place in my heart.
What fascinates me now is how different are PES/Winning eleven 2009 (PS2) to J.league winning eleven 2009.
While in the first the ball is much more glued to the feet in J.league version it is more free flowing.
Really great games, we could only imagine what would be like if we had games with gameplay like that in modern times...
 
I know that some people praise J.league winning eleven 2008 as the best PES/Winning eleven game.
But to me seems like J.league winning eleven 2009 is even better, somehow more upgraded, it really clicked with me.
I would rate 2008 9.5/10, and 2009 10/10.
Probably two best PES/Winning eleven games.
When I was a lot younger I had PES 2009 (PS2), and played that game probably for thousands of hours, because at the time I was still not employed and could not afford to buy many games, and did not feel the need to acquire more football games, it will always have special place in my heart.
What fascinates me now is how different are PES/Winning eleven 2009 (PS2) to J.league winning eleven 2009.
While in the first the ball is much more glued to the feet in J.league version it is more free flowing.
Really great games, we could only imagine what would be like if we had games with gameplay like that in modern times...
There were a couple of people on here who were praising JLWE2009CC as well as JLWE2010CC.
 
I know that some people praise J.league winning eleven 2008 as the best PES/Winning eleven game.
But to me seems like J.league winning eleven 2009 is even better, somehow more upgraded, it really clicked with me.
I would rate 2008 9.5/10, and 2009 10/10.
Probably two best PES/Winning eleven games.
When I was a lot younger I had PES 2009 (PS2), and played that game probably for thousands of hours, because at the time I was still not employed and could not afford to buy many games, and did not feel the need to acquire more football games, it will always have special place in my heart.
What fascinates me now is how different are PES/Winning eleven 2009 (PS2) to J.league winning eleven 2009.
While in the first the ball is much more glued to the feet in J.league version it is more free flowing.
Really great games, we could only imagine what would be like if we had games with gameplay like that in modern times...
But are there any patches for those?
 
Yes, I just wanted to wrote that I found the link somewhere while reading this thread.
People in this community are great, thank you very much for your work!
There is also pkg file on mr. Edson Ferreira youtube channel, but for that one you need jailbroken ps4.
Anyway, playing this gem of a game on 55" TV is awesome!
 
Yes, I just wanted to wrote that I found the link somewhere while reading this thread.
People in this community are great, thank you very much for your work!
There is also pkg file on mr. Edson Ferreira youtube channel, but for that one you need jailbroken ps4.
Anyway, playing this gem of a game on 55" TV is awesome!
Don't forget to upscale it 🙌
 
To the retro pes mod creators, is there away to make pes 5 referees less strict?, like adjust the referee AI to be more lenient, because PES 5 is a great game, it would be nice if it didn't have the constant stoppages
 
To the retro pes mod creators, is there away to make pes 5 referees less strict?, like adjust the referee AI to be more lenient, because PES 5 is a great game, it would be nice if it didn't have the constant stoppages
Just don't select Ito-San ahah.
Just (half) kidding.
 
To the retro pes mod creators, is there away to make pes 5 referees less strict?, like adjust the referee AI to be more lenient, because PES 5 is a great game, it would be nice if it didn't have the constant stoppages

I can't give a ready solution, but think that editing some parameters in option file by different formulas can change gameplay too much and also make less fouls during game.
Try to check on whole forum topics about formulas of players stats editing in option file.
 
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