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

eFootball 2027 Player.bin Editor 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

⬇️ Download

Both are standalone Windows executables — no Python, no install, no dependencies. Just download and run.

ToolWhat it doesLink
eFootball-Player-EditorThe full editor. Opens Player.bin (encrypted or already unpacked), edits abilities/skills/styles / appearance, CSV export & import. Currently, you can directly add the player.bin file to use it; you don't need to add unzlibed_Player.Download
eFootball-WESYS-Unzlib-ToolStandalone unpacker/packer. Decrypts and inflates any WESYS container (Player.bin, Team.bin, …) and packs it back. Only needed if you want the raw files for another tool — the editor already handles this internally.Download

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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