Game Edition Manual
Game Edition Manual
It’s been quite a while since the last version of GGS (6.1.1). I thought I’d
never continue working on it, but lately I’ve had some spare time and
been adding compatibility with the latest WE/PES games, as well as
support for the latest PS2 and PC games. THANKS A LOT TO
MEPHISTO FOR THE ENCRYPTION ROUTINES ;) Some bugs have
been fixed, and the way the editor tries to insert new textures when
there’s not enough space in the ISO/AFS has been rewritten. I’ve added
an option to replace useless files at a time, a pencil that will allow you
to perform VERY basic operations with the textures and the possibility
of turning grayscale values into transparency ones with just one click. The
view alpha mask button (F9) now works with 32bpp textures as well as
8bpp ones, and there’s support for 32bpp PNG files with full alpha
channel. I’ve also included a few new AFL files in the “\dat” folder for your
viewing pleasure.
By reducing the color usage the textures compress better and can fit
anywhere, but this usually results in an unwanted quality loss. The goal
would be to find and use any free space available into the AFS when
possible (which is better than rebuilding and making it unnecessarily
bigger). Previous versions of GGS tried to find free space only within two
files (the previous and posterior to the selected one), but now it can
search a variable amount of contiguous files that can be specified into the
Settings menu. The insertion may take a little longer, but the results are
much better.
4. Can I increase the reserved space for a given file of an AFS file?
Yes you can. Click on the “Increase reserved space” button (or choose
the analog option from the AFS pop-up menu) and make your selections
to increase the reserved space for the files you want. The program will
generate a new AFS file that will be saved into the specified folder. Note
that you can increase the reserved space for many contiguous files at a
time, even if you don’t want them to have the size. This is particularly
useful for kit files, where players and goalkeepers files usually require
much more space than numbers ones. There is a set of predefined file
sizes that should give you enough free space for any kit texture, in case
you are determined to make the AFS file bigger and rebuild the ISO. Just
choose the game you’re working on and click on the arrow button to
load these defaults before clicking on Proceed.
In case you need to increase the reserved space of many files every now
and then, you should take a look at the “Deferred Mode” option.
5. What’s that “Replace ALL files like this one with...” option for?
This option may seem useless at first time, but it becomes very handy
once you realize that a lot of AFS files (mainly unlicensed kits) are exactly
the same and that they’re not used in the game. You can decrease the
color usage of the textures included in these files to make them compress
better (plain color textures will give optimal results) and therefore reduce
their file size to obtain valuable free bytes. I used to do this manually until
I realized the computer would probably do it faster (lol). All you have to do
is export one of these modified “minimal” files and then import it back into
the AFS using this option to obtain a lot of free space. I strongly
recommend using this option before changing any other texture in the
game.
You can also click in the “X files changed” button to select a folder where
to export the currently modified files. This is useful, for example, if you
want to share your work with other people and you need to use bigger
files for your textures. Simply export your modified files and tell the people
to check the “Deferred Mode” option before trying to import them -
obviously they’ll have to click in the “Apply changes and rebuild”button
afterwards.
So if you want to remove the radar (or any other thing in any other 8bpp
texture), simply follow these steps: extract the texture, press F9 to view
the alpha mask, click on the color-picker button (or press the “ºª” key),
pick a fully transparent color (fully white), click on the pencil button (or
press the “ºª” key again), choose the pen size (keys “1-5”), paint over the
thing you want to remove with the left mouse button (remember you can
undo last change pressing Ctrl+Z) and press the “ºª” key once again to
unselect the pencil before dragging and dropping the texture back into the
AFS file. Easy, isn’t it?
Check out the “Color settings” tab in the “Settings” menu to select the
default color for the resulting texture: you can choose to make it black,
white, inverse grayscale or don’t change it at all.
So the next time you want to make an “AFS map” and help the WE/PES
community, please consider making an AFL file too. Export it using the
“Create and export AFL file…” option from the AFS pop-up menu, share it
and impress the world with your fantastic research work. People will just
have to put it into the GGS “\dat” folder. Remember you can use the AFS
edit box to search for file names into the AFS, and that pressing “F3” the
program will continue the searching further. Simple as that.
11. What’s the “External applications” tab in the Options menu for?
It is for editing the current texture (Ctrl+G), listening to the selected ADX
sound (Ctrl+P) or viewing the contents of any selected file (Ctrl+H)
without having to export them and open afterwards from other programs
each time. I use Paint Shop Pro, WinAmp and HEdit with excellent
results, but you may use any other software you like.
13. Ok, my textures look better now, but it seems there are many
repeated ones. Why?
They are called “mipmaps”, and basically they are one unique texture
stored at different resolutions used to render the object depending on the
distance to the camera. This technique consumes more memory but
requires less processing power and gives better results than using just
one resolution per texture. Previous WE/PES used it roughly in kits, grass
and other textures, but since X360 PES6 Konami has been using it
properly in Direct Draw Surface files.
14. What’s up with the flags? I can’t replace one of them without
messing the other ones…
Like many other files, WE/PES flags use one shared color palette for
every texture in the file, which means that if you try to replace one “full”
texture (bitmap data + palette entries) the other ones will look color-
messed (unless the new palette is the same as the old one). You could
adapt the new texture to the existing palette using any image editor like
Paint Shop Pro before trying to insert it or let Game Graphic Studio do it
for you: if you drag & drop with the right mouse button over a shared
palette texture, GGS will automatically adapt the colors of the new texture
to the existing shared palette and insert only its bitmap data, so every
other texture will remain the same.
17. Are you planning to update Game Graphic Studio in the future?
I really don’t know. It depends on how well Konami implements the editing
feature in the forthcoming WE/PES games and how much spare time I
have. My first son is born and I really don’t know if wasting such a big
time in having a few licensed kits will be worth the effort. Also I don’t think
PES2008 is good enough to spend so many time on it.
Oh well, getting rid of the players radar could help the development of
Game Graphic Studio anyway, in case Konami keeps forcing us using it...
LOL ;)
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