Showing posts with label eFootball 2027 Tools. Show all posts
Showing posts with label eFootball 2027 Tools. Show all posts

eFootball 2027 Real Team Names Tool — by ChunchoMod

eFootball 2027 Real Team Names — by ChunchoMod

eFootball Real Team Names — by ChunchoMod. Patch the game, merge your dt200 with the weekly dt870, apply real team and league names, and fill the "ghost" teams with their squads — all from one app, with no JSON editing by hand.

Windows only — eFootball (Steam)
Version 0.1.1 — in use since eFootball 5.4, working on 6.1

Main features
  • Exe patch: disables the dt870 live-update validation (22 bytes), with automatic backup and three ways to restore it. The Steam folder is auto-detected.
  • Merge dt200 + dt870: extracts both packages, overlays the dt870 on your dt200 and generates a new dt200_console_all.cpk in one click. The app tells you when there is a new dt870 since your last merge.
  • Real team names and abbreviations from a simple team_names_map.json
  • Real league/competition names from league_names_map.json — English only, or written to all 21 game languages
  • Name editor (teams and leagues) with validation before saving — open an existing file or start a new one
  • Ghost teams (exhibition vs COM): teams that exist in the game files but have no players. Build their squad (11 to 40 players), pick shirt numbers, assign the 6 special roles and choose their category, and the app writes it all into the game data
  • Squad rules are checked before anything is written, and a compatibility check warns you when a saved squad stops being valid after a game update
  • Applying the same names twice changes nothing (only different values are rewritten); every config file is saved atomically
  • Interface in English and Spanish (language switch in the sidebar)

Requirements
  • Windows 10/11 (WebView2 is already included in up-to-date systems)
  • eFootball installed through Steam
  • cpkmakec.exe (CRI Packed File Maker for Console) — included in the tools folder
  • A dt200_console_all.cpk without a dt870 merged: the original one or a mod pack's one (EvoMod, ChunchoMod, etc.), kept outside the game folder
  • Free disk space for the temporary extraction of dt200 and dt870

The app creates these folders next to its executable:
FolderWhat goes inside
toolscpkmakec.exe (included)
Merge_modificationsYour team_names_map.json, league_names_map.json and ghost_teams_config.json — the app finds them here on its own
your_dt200Your dt200_console_all.cpk without a dt870 merged (original or mod pack)
TEMPLocal copy of the dt870 (managed by the app, do not touch)

Quick guide
1 │ Step 1 — Patch the exe
eFootball 2027 Real Team Names — by ChunchoMod
  1. Open the app. It looks for eFootball in Steam automatically; if it cannot find it (or you want another copy), use Choose folder….
  2. The app tells you whether the exe is already patched. Press Patch.
  3. It creates eFootball.exe.bak (only once, never overwritten), writes the patch, and verifies that only those 22 bytes changed.
What the patch does: the patched exe stops using the dt870 altogether — it does not download new dt870 files and it deletes the dt870 from its original folder. That is exactly what lets your merged dt200 stay in control, but it also means a patched exe can never get a new dt870 by itself (see After every game update below).
Restoring: from the .bak; or in place, reverting only the 22 bytes (works even if the .bak is gone); and optionally put your dt200 backup back in the game folder at the same time.
The patch is located by content, not by fixed offsets, so it keeps working if the exe changes between versions.

2 │ Step 2 — Merge + names
eFootball 2027 Real Team Names — by ChunchoMod
  1. Choose your dt200 backup (original or mod pack, without a dt870 merged; it must be outside the game folder). cpkmakec.exe is already included in the tools folder.
  2. Tick what you want to apply: team names, league names (English only or all languages) and ghost teams. Each option is independent — a problem in one never touches the files of another.
  3. Press Merge. The panel shows the progress step by step and a report at the end.
The new CPK is built in a temporary folder first and copied to the game's cpk folder only if the packing succeeded. The app keeps its own copy of the dt870 in TEMP, because the patched exe deletes the original.
If you only want real names, leave ghost teams unticked.

After every game update (new dt870)
Konami releases a new dt870 with the weekly updates. Because the patched exe never downloads it, you must let the original, unpatched exe do it:
  1. Restore the original exe (Step 1 → Restore).
  2. Start the game with the original eFootball.exe and let it download the new dt870. Wait until the update is done.
  3. Close the game.
  4. Open the app: apply the patch again (Step 1) and run Merge (Step 2). The app picks up the new dt870 and builds the new CPK.
  5. Done — everything works again after the weekly update.
Do not skip step 2: running Merge without first letting the original exe download the new dt870 will only merge the old one.

3 │ Name editor
eFootball 2027 Real Team Names — by ChunchoMod

Two tabs: Teams and Leagues. Open an existing file or create a new one, and add, edit or remove entries. Everything is validated before saving (unique numeric key, at least one field, text length limits).
// team_names_map.json — key: the team's sort_order (NOT team_id)
{ "102": { "name_en": "Chelsea FC", "abbreviation": "CHE" } }

// league_names_map.json — key: competition ID
{ "113": { "name_en": "Premier League" } }
Teams use sort_order as key because the team_id changes between game builds, while sort_order is the stable ID of a club.

4 │ Ghost teams (exhibition vs COM)
eFootball 2027 Real Team Names — by ChunchoMod
eFootball 2027 Real Team Names — by ChunchoMod
eFootball 2027 Real Team Names — by ChunchoMod

Not tested in online matches against other players — use them only in exhibition matches vs COM.
A ghost team is a team that exists in Team.bin but has no players assigned. This tool builds its squad and saves it to ghost_teams_config.json;  it is applied the next time you run Step 2.
  1. Pick a ghost team from the list. The app works with the latest dt870 — you do not need to merge first.
  2. Search players by name or by ID (109005 or #109005) and fill the 11 starters plus the bench (11 to 40 players in total).
  3. Set each player's shirt number (no repeats) and assign the 6 special roles — captain, penalties and the 4 set-piece roles — exactly once each, all inside the starting 11.
  4. Choose at least one category. The app suggests one with a confidence level and only pre-selects it when the confidence is high.
  5. Save. The team's real formation is shown as a read-only reference for the positions.
Compatibility check: it runs by itself when you open the tool and after each save, and flags saved teams that are no longer valid (team missing, players that no longer exist, invalid squad) with a Fix button that opens the editor showing the reason. It never writes anything.
If a team already has a squad when you apply (Konami added one), it is skipped and left untouched. An incompatible entry is reported and skipped; it never blocks the others.

FAQ
Is it safe to play online with real team and league names?
I have played online with them since eFootball 5.4 and I am now on 6.1, with no problems. That is my own experience, not a guarantee from Konami — use it at your own risk.

Can I use the ghost teams online?
I have not tested that, so I do not recommend it. I only use them in exhibition matches vs COM (with the game connected, no issues).

Which dt200 can I use as a base?
Any dt200_console_all.cpk that does not have a dt870 merged: the original one, or the one from a mod pack like EvoMod, ChunchoMod, etc. Keep it outside the game folder.

Does it modify my dt200 backup?
No. It is only read.

Is cpkmakec.exe included?
Yes, it comes in the tools folder.

Konami released a new update. What do I do?
Restore the original exe, start the game with it so it downloads the new dt870, close the game, then patch again and run Merge. See After every game update above.

Why can't I just patch and merge after an update?
Because the patched exe does not download the new dt870 (and it deletes the one in the game's original folder). Only the original exe downloads it.

Can I go back to the original game?
Yes. Restore the exe from Step 1 and, if you want, put your dt200 backup back in the game folder in the same step.

Why is there no backup of the previous .cpk?
The result can always be regenerated from your external dt200 backup plus the dt870, so the app does not keep extra copies. Do keep your dt200 backup.

Do I need to write the JSON files by hand?
No: the Name editor and the Ghost teams tool create and edit them. If you already have a team_names_map.json from another source it works as long as it has exactly the format shown above; any unknown field is rejected with a clear error.

A name does not fit.
Team names accept up to 69 bytes and abbreviations up to 9 (UTF-8, so accented characters use more than one).

The app does not find my game.
Use Choose folder… in Step 1 and select the eFootball folder.

Where are my settings saved?
Paths and preferences are remembered between sessions; everything else is checked again each time you open the app.

Tested in-game
  • Real team and league names — online and offline, from eFootball 5.4 to 6.1
  • Ghost teams — exhibition matches vs COM (connected to the game servers), no issues
Not tested: ghost teams in online matches against other players.

Credits
MODY_99 — this tool is almost entirely inspired by the modifications he made in his epatch. What I did was replicate the real team names part in a standalone app, so that any user can have real names in most eFootball mods. All the credit for the original idea and work goes to him.
NFS_FM — for his Team ID Collection & Map, used as a reference for team IDs.

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eFootball 2027 Sound Editor - by ChunchoMod

eFootball 2027 Sound Editor - by ChunchoMod

eFootball Sound Editor

by ChunchoMod

Edit and rebuild eFootball audio packages — BGM (menu music) and sound effects —
and generate a ready-to-use .cpk for your mods.

Designed exclusively for dt500_console_all.cpk
Other audio CPK files in the game are not supported.

Scope: this tool works only with dt500_console_all.cpk.
So far, it has been used mainly for menu music (BGM) replacement and basic UI sound effects (button sounds), working correctly in both offline and online matches.
Support for other audio areas is included but may require further testing.

What's new
  • No more hardcoded mappings between audio tracks and metadata (title/artist)
  • New algorithm that automatically detects and associates ACB cues with TLB entries
  • Tested on eFootball v5.4 and v6.0: 25/25 correct matches in both
  • Improved replacement logic: duration values are now properly updated, so tracks are no longer cut to the original audio length

Main features
  • Support for BGM and sound effect packages (SE_Mode, SE_System)
  • Automatic detection of required audio files
  • Built-in preview and track filtering
  • Audio replacement with automatic conversion to HCA
  • Metadata editing (title and artist for BGM)
  • Export of individual tracks or full packages
  • Rebuild .cpk files ready for installation

Quick guide

1 │ Loading files
eFootball Sound Editor by ChunchoMod

Three ways to start:
From CPK: load dt500_console_all.cpk and extract its contents; audio files are detected automatically
Scan folder: load previously extracted files; required packages are located automatically
Manual load: assign each file to its corresponding slot if needed
All fields support drag & drop.

2 │ Editing tracks
eFootball 2027 Sound Editor - by ChunchoMod

In the Tracks tab:
Filter by track name, artist, or cue name
Preview audio with the ▶ button
Replace audio — .hca .wav .ogg .flac supported, converted to HCA automatically
Edit BGM metadata (title and artist)
Export selected tracks or full packages

3 │ Exporting and rebuilding the CPK
eFootball 2027 Sound Editor

The Export tab shows all pending changes:
Save package: updates modified files
Rebuild CPK: generates a new .cpk ready to install

4 │ TLB Editor — Ctrl + Shift + D
eFootball 2027 Sound Editor

Direct access to Default.tlb editing:
Manually edit track titles and artist names

5 │ Menu covers
eFootball 2027 Sound Editor - by ChunchoMod

In the Covers tab:
Assign an image to each menu license track
Supports common image formats (e.g. .png, .jpg)
Automatic association with detected BGM entries
Generate a standalone covers_P patch

This patch is independent and does not modify the rest of the mod.

Installation:
Place the generated covers_P files (.pak, .utoc, .ucas) into the ~mods folder of eFootball.

Update
  • Added new Menu covers system
  • You can now assign images to each menu license track from the Covers tab
  • Automatic linking between cover images and detected BGM entries
  • Generates a standalone covers_P patch
  • Fully independent feature (does not modify existing mod files or audio structure)

Optional support ☕

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eFootball 2027 Player.bin Editor v2.0 by RBsGameLab

eFootball 2027 Player.bin Editor by RBsGameLab

eFootball 2027 Player.bin Editor
Direct editing tool for Player.bin — Abilities / Skills / Appearance / Playing Styles​

This is a graphical editor for eFootball 2027 Player.bin, the core player database file used by the game.

eFootball 2027 changed the record layout completely — records are now a fixed 400 bytes each (previously variable-length), and the ability, skill and playing-style bitmaps were all relocated. This tool auto-detects the format and switches field mappings accordingly, so older Player.bin files remain fully supported.

v6.0.0 also wrapped the database files in an encrypted WESYS container. The editor now decrypts and re-encrypts these on the fly, so you can point it straight at the game's own Player.bin — no external unpacker needed. A standalone unpack/pack utility is included as well.

Through reverse-engineering of Konami's binary format, the tool allows direct modification of:

  • Player abilities
  • Skill flags
  • AI Playing Styles
  • Attacking & Defensive Playing Styles
  • Nationality data
  • Height, weight, age and physical attributes
  • Preferred foot, weak foot usage & accuracy
  • Player appearance data via PlayerAppearance.bin

All decoded structures were validated against a full 42,369-player dataset.

Key Features
🔓 WESYS container support — open the game's encrypted Player.bin directly, no external unpacker
🔍 Player search — by name, decimal PID or hex PID
✏️ Inline tree editing — double-click any value to change it
👥 PlayerAssignment.bin support — team membership and squad numbers
👤 PlayerAppearance.bin editor — body/face/hair parameters
⚡ One-click Max Out — Safe Mode (cap 99) or FF Mode (cap 103, experimental)
🚀 Batch processing via PID list
📤📥 CSV export/import — export all players, one team, or just the PIDs you pick; sparse import writes back only what you changed
💾 Automatic .bak backup on first save
🌐 Live English / Chinese UI switching
🔄 Automatic old/new format detection — older Player.bin files still work

🛠️ Usage
  1. Download eFootball-Player-Editor.exe and run it — no Python or installation required
  2. Open your Player.bin — the encrypted one straight from the game is fine
  3. Optional: put PlayerAppearance.bin and PlayerAssignment.bin in the same folder and the editor offers to load them too
  4. Search a player by name or PID, then double-click any value to edit it
  5. Or use CSV export → edit in Excel → import back
  6. Save (a .bak backup is created the first time automatically)

USAGE VIDEO TUTORIAL: 
eFootball 2027 Player.bin Editor youtu.be/6MRy2HJR-V8?si=D5YfrNThnfz66F3I

Note: Windows SmartScreen may warn on first run because the executable is unsigned. Click "More info" → "Run anyway".

📋 CSV Workflow — edit a few players, or thousands

Export asks what you want first, so you don't have to dig through 23,000 rows to fix one player:

  • All players — the full database
  • By team — enter a TeamID and get that squad only (needs PlayerAssignment.bin loaded)
  • Specific PIDs — paste a list (newline, space or comma separated)

Every decoded field is included, and every one of them can be written back:

GroupColumns
IdentityPID, Name
PhysicalPosition, Height, Weight, Age, Foot
Weak footWeakFootUsage, WeakFootAccuracy
ConditionForm, InjuryResistance
OtherNationality, AttStyle, DefStyle
Abilitiesall 26 attributes
BitmapsSkills, AIStyles (pipe-separated)

Import is sparse — only columns that are present and non-empty get written. Delete the columns you don't care about, blank out individual cells, or keep just PID plus the one stat you're changing; everything else is left untouched. A bad value (a misspelled style name, say) skips that single cell and is counted as an error — it never corrupts the rest of the row.

Players are matched on the full 64-bit PID, so multi-card stars (Messi, Kane, Bellingham…) no longer collide with each other. Pasting the shorter PID the game displays still works — it falls back to a 32-bit match only when no exact one exists.

⚠️ Notes

  • Always back up original files before editing
  • .bak backup is generated automatically on first save
  • FF Mode may cause in-game display inconsistencies
  • Use at your own risk

Credits
Tool developed by: RBsGameLab
Special thanks: Devil Cold52 — research reference and decoding insights
cicakepo — database unzlib tools reference

⚠️ Before Using

  • Intended strictly for offline / single-player database editing and the supported eFootball 2027 400-byte player-record format.
  • Compatibility with every game update or third-party patch is not guaranteed. Keep backups, test changes carefully, and do not assume modified files are safe for online play.
  • This is a database editor, not a live memory trainer. Editing a stored parameter does not guarantee that every game mode or screen will use it.

⬇️ Download v2.0

Standalone Windows binary. No Python installation or external dependencies required.

包裹描述Download Link
eFootball-Player-Editor-win64-2.0.exe独立的数据库编辑器,用于编辑能力、技能、外观、球队、阵容排序和迁移档案。⚡ Download v2.0 (MediaFire)

The editor bundles an English name database so player names show up in English out of the box. To use a newer one, drop your own efootball_players.csv next to the .exe and it takes priority.
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