I can't PM you, but here is the splash.fsh from the 2014 World Cup game (unpacked and editable):
https://www.mediafire.com/file/al7hrbq89lxd2j0/splash.fsh/file
I understand and I agree with you.
Yeah, it is indeed more of an alternative incase someone wants/needs more songs and a solution that could be beneficial.
Have you tried adding that rules_numsubsbench line at the end of settings.txt (the id for "friendlies" is one of the last lines/the last...
Sure, I'll look for it.
Why wouldn't it be useful? You can therefore have 72 songs in total (the default 36 FIFA 14 songs and 36 other songs).
And if in fact it is possible to add/expand more entries to the database without issues, you could then double the amount of songs in the database...
It's because you are using international teams, which (if I am not mistaken) have 12 bench players by default in every FIFA. For it to work in the match is by editing it somewhere in the compdata files if I am not mistaken.
It indeed was, but there was an update after which they added another...
Sure, if you want to, you can send me the files you have edited in a PM (and whatever else you have planned) and I will see what I need to do to make the .lua files accordingly to that.
Since the World Cup 2010 game on PS3 is basically the same as FIFA 11 on PC (and we know what is capable on PC with FIFA 11 thanks to @tokke001's work), it is definitely possible to mod (with RPCS3 it's even easier and faster to mod now, since you can do everything on the PC and don't need to...
Yes, in the database there is a "league" called "Street Video - Temp", which is ofcourse not accessible in game, where (presumably) EA had the teams they used in trailers/intro. Those teams are still in the database and one of those teams in the database is called "Messi Street Video Team"...
The Messi shirt is in the game, the Ronaldinho menu texture is just some left over files from older FIFA games (FIFA 10/11), as the FIFA Street game was probably developed in those years and uses those games as the base.
Yeah you are right. Patch.big should be used to replace/overwrite existing files.
However in data8 and data9.big we can add new assets/files that aren't already in the game.
The game loads the data.big files in order, so first data0, then data1, then data2, etc. In the end it then loads patch.big. This is why the core assets (like the database, lua files and core elements) are in data0.big, as they are the first files that need to be loaded.
With the data8 and...