item.py Cheat Sheet
Add TitleIDs to Supported_TitleIDs to control which games show this patch in the context menu.
Supported_TitleIDs = ['4B4E0030', '4B4E002F'] # Pro Evolutions Soccer 5, World Soccer Winning Eleven 9
Every menu entry is a group. It starts with ## label and finishes with ## end.
## label = Fixes: Random Weather in Cups/Leagues/Master League | on # Default = 7604 | New = 909090 default.xbe|1362563|9090 ## end
| on is a tick box enabled by default, | off is disabled by default## label and ## end belongs to that group## end and the next ## label are outside any group, and are always applied whatever is chosen in the menu## label = Gameplay: Speed Decrease (95%) | off | exclusive = Speed # 95% speed ingame (cmp byte [counter], 20 ; have we hit 20 frames) default.xbe|6670|00803D409B9400057217FE050E1A0100... ## end ## label = Gameplay: Speed Decrease (90%) | off | exclusive = Speed # 90% speed ingame (cmp byte [counter], 10 ; have we hit 10 frames) default.xbe|6670|00803D409B9400057217FE050E1A0100... ## end
Several groups become one spin control, and only the chosen group is applied.
## label = Gameplay: Speed Decrease (95%) | off | type = enum | group = Gameplay Speed default.xbe|6670|00803D409B9400057217FE050E1A0100... ## end ## label = Gameplay: Speed Increase (105%) | off | type = enum | group = Gameplay Speed default.xbe|6670|00803D409B940005721BFE050E1A0100... ## end
type = enum saves the position, type = labelenum saves the text insteadgroup = Name joins groups with the same name into one menuas = Text gives a shorter entry name (optional)order = 2 sets the position in the menu (optional)1223on, or Disabled if none is$NUMBER[720], or XBMC reads it as a string id## label = Screen: $NUMBER[720]x480 Backbuffer (4:3) | off | type = enum | group = Screen Mode | as = Backbuffer 4:3 (720x480) | order = 1 default.xbe|37426|D0|51715|D0|56955|D0|... ## end ## label = Screen: Widescreen (Anamorphic) | on | type = enum | group = Screen Mode | as = Widescreen (Anamorphic) | order = 2 default.xbe|51904|00003C44 ... ## end
A value control instead of an on/off tick box. These groups are always applied, and the placeholders in the patch lines are filled with the chosen value.
{value} the value as text{float} 4 byte float, little endian hex, e.g. 0.75 > 0000403F{u32} {u16} {u8} whole number, little endian hex, e.g. 32 > 20000000{float/100} any of these can be divided or multiplied, e.g. {float/100} or {u32*1024}## label = Gameplay: Game Speed | type = enum | default = Stock ## value = Stock ## value = 95% default.xbe|6670|... ## end
labelenum## value are always applied## label = Gameplay: Player Camera Zoom | type = range | start = 200 | end = 800 | steps = 13 | format = %2.0f | default = 300 default.xbe|3693416|{float} ## end
steps is how many positions there are, format is printf style and shown next to the value## label = Graphics: Chevron Size | type = slider | min = 50 | max = 100 | step = 5 | option = percent | default = 75 default.xbe|7504|{float/100} ## end
option is int, float or percent## label = Other: Memory Pool MB | type = number | default = 32 default.xbe|3110135|{u32} ## end
## label = Gameplay: Kingsley813 AI Changes (edits shared pitch limits, one sided) | off | hidden default.xbe|5125820|00E8DE45 ... ## end
| hidden and | hidden = true hide the entry, | hidden = false shows it againon or off, as if it was not tickedcopy lines are removed from the game foldercall, so it can hold patch lines for othersUse this when options share the same patch data.
## share = Radar Common # 100% transparency in transparency mode default.xbe|7012621|00000000 ## end ## label = Graphics: Radar Transparency (Normal: 75% - Transparent: 100%) | on | type = enum | group = Radar Transparency | order = 2 call Radar Common # 50% transparency in normal mode default.xbe|7012614|40000000 ## end
## label = Screen: Widescreen (Anamorphic) | on | type = enum | group = Screen Mode | as = Widescreen (Anamorphic) | order = 2 call Backbuffer 4:3 (720x480) default.xbe|51904|00003C44 ... ## end
call Name is replaced by the patch lines of the group called Name, at the spot where the call sits| as = name## share block that is never shown in the menucall, item.py writes the lines out in the temp pfLines inside a group, handled by item.py and never passed to the File Patcher. They work both ways, unlike [CP]. A path with .. or a drive letter is refused.
copy source | destination
resources\files, it can be inside folders there (sub\file.ovl)\, a folder, the file keeps its name (overlays\)overlays\new_name.ovl)remove path
old\file.bin)## label = Screen: Widescreen (Anamorphic) | on | type = enum | group = Screen Mode | as = Widescreen (Anamorphic) | order = 2 default.xbe|51904|00003C44 ... # Copy the scoreboards fix copy 0_text_sys.ovl ## end
copy 0_text_sys.ovl | overlays\ copy 0_text_sys.ovl | overlays\0_text.ovl copy widescreen\0_text_sys.ovl | 0_text_sys.ovl remove old\0_text.ovl
call and ## share tooA block between ## info and ## end, anywhere outside a group, is shown in the PATCH INFO viewer. It replaces the Info = line in [META] when present, and item.py removes it from the temp pf.
## info The overlay AFS system is always enabled, it's used to fix widescreen scoreboards when widescreen is enabled. # Features #. Overlay AFS system, mod the game with .ovl files instead of editing AFS files... #. Widescreen support (Anamorphic) at 720x480, with 75% width radar... ... # Includes some of Kingsley813's edits #. Ball Physics v5.5 with improved gravity, bounce, spin, friction and touch ## end
# Heading bold heading, blank line before and after, numbering restarts## Heading same, in the colour set by INFO_SUBHEADING_COLOR at the top of item.py1. item numbered list, renumbered from the first number, restarts after a heading or paragraph#. item same, but numbered for you, no need to type the numbers- item or * item bullet list (shown with a *), indent the line to nest itINFO_INDENT character at the top of item.py**bold** and *italic* become [B] and [I]Anything else is not changed, so the viewer tags work as they are.
$NUMBER[] a numerical value[B]bold[/B] bold text[I]italics[/I] italic text[COLOR red]red text[/COLOR] coloured text[UPPERCASE]text[/UPPERCASE] all text made uppercase[LOWERCASE]text[/LOWERCASE] all text made lowercase[CAPITALIZE]text[/CAPITALIZE] first letter of every word capitalised[CR] a line break## info | numbered The overlay AFS system is always enabled, it's used to fix widescreen scoreboards when widescreen is enabled. # Features Overlay AFS system, mod the game with .ovl files instead of editing AFS files... Widescreen support (Anamorphic) at 720x480, with 75% width radar... ... # Includes some of Kingsley813's edits Ball Physics v5.5 with improved gravity, bounce, spin, friction and touch Enhanced AI with better central positioning... ## end
# HeadingCopy this into a pf to test every info layout in the viewer.
## info # Heading one A second paragraph so you can see that text will look like this on a screen in front of your eyes hahahaha Oh look a new line but its still a paragraph as there is no empty line between it hahahahahahahahahahahahaha :/ ## Smaller heading 1. Numbered item one 2. Numbered item two an indented line continues item two 5. Numbered item, the number is renumbered to 3 # Numbering restarts after a heading #. Auto numbered, no number typed #. Auto numbered again #. And a third one # Bullets - Bullet with a dash * Bullet with a star - Nested bullet, indented # Styles Some **bold text**, some *italic text*, and some `code text` here. [COLOR red]Red text through the viewer tags[/COLOR] ## end
call lines expanded