2014 FIFA World Cup conversion

Emran_Ahmed

Youth Team
As a respite from the FNT, I'm back to this mod...and I've restored the fully functional World Cup and Confederations Cup finals.

It turned out that the reason the Creation Master wasn't opening the original dlc was because of the stadiums assigned to each match.

So I'll deal with them at the end, but in the meantime I'm working on the elimination campaigns and planning a surprise for you.

Thats great. you are doing an amazing job.
 

Skoczek

Starting XI
You were probably wondering what surprise I was talking about. Here it is.

In tournaments with qualifiers, each approach will draw different teams from the other confederations.

For example, when playing in Europe, teams from South America, Africa or Asia will be procedurally generated. There is Uzbekistan, for example, but on the second approach there could be Iran.

The only disadvantage is that such a "pseudo-random algorithm" takes 170 lines of compdata, so I don't know if I will be able to implement it in FNT in such a form, but there are only 8 tournaments in this conversiom, so there should be no problem with it.

 
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Skoczek

Starting XI
Ok, with UEFA, I'm stuck.

Trying to replicate real schedule of qualification groups, the game just crashes.
It looks like every tournament leg HAVE TO contain enough matches to fit every team in.
In 1 leg, every match has to be played on the same day, the otherwise the game itself automatically swaps that date to one, that is the same as the first match in the leg.

If I am wrong, tell me, but if it's all true and I can't do anything with that, I have to apply some compromises with moving dates of some matched to make it work.
 

ovide

Club Supporter
real schedules works fine mate for me, I have tested a fantasy confederations cup and it works perfectly
 

fifayoun

Youth Team
btw. I don't know how, but I somehow have 12 bench players.

untortunately in the match there are still only 7

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.

2014 World Cup splash is encrypted with EASF :(
I got around with gameplay footage

Edit: it seems it's the only file that we don't have access to it, because .bigs, .inis and .luas can be opened with File Explorer, but not .fsh files.

It indeed was, but there was an update after which they added another splash (splash_fre) if memory serves right and that one was not encrypted. Thanks to finding that file it has been possible to edit any FIFA splash screen on PS3/360, because before that all splash screens were encrypted and the PC splash screens were not compatible with the console version.

Good news!

foobar2000 with vgmstream plug-in is able to open, read and export (in .wav) specific songs of .sbr and .sbs sound banks. This will allow me to use these files and tediously import to FIFA 14 compatible soundtrack. Nice.

View attachment 92614

Edit: I forgot to add, no, it's not possible to import song via foobar2000. We're still stuck with buggy FIFAMOD tool. But at least we can fully export raw songs. Which is great, because for example, there is no single full version of EA version of The World is Ours. One that exists is cut out at the end, so it's great.

FIFAMOD tool is slightly buggy, but it still works well and does help/do the trick. I also did my own "research" by opening the .sbr file in hex editing software and have understood how it works and how to manually change the soundtrack. The .sbs file is simply all audio tracks (in ealayer3 format) added together in one big file. You can add more song entries into the game, however I don't know what the maximum amount is and/or what "songids" should be used, since I have seen that (for some reason, maybe an important one) EA themselves skip certain "songids" (maybe because they had another song ready for that id but had to cut it out or something or because the memory being read from that id is used for something else) and by trying myself to add new entries to the soundtrack in the database (on FIFA 19 PS3), certain issues started to appear like, wrong elements being loaded and wrong strings appearing (as if, like I said above, the "memory" used for the new songid was used for something else and therefore broke something).

However, I found another "trick" to have double the amount of songs already in game. For example, on FIFA 19 (PS3), there are 43 songs. I was able to assign 2 songs to every song entry. So for example if you open EATrax and select a song from the list, 2 songs will be played (randomly) from that one entry (43×2 = 86 songs) If you want, I can explain you how to in a PM.

As for the gui, one thing you should be able to add are the "stadiumintrovideos" (as it's called on the World Cup 2014 game), which shows the stadium the match is played in when you start a match in a video.
 
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Skoczek

Starting XI
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.
There is a line in settings.txt named rule_numsubsbench. I didn't text it, but I'd like to make it work everywhere, also in kick-off friendlies. If that's not possible, pretty sad, but maybe if in tournaments it'll work, I keep it that way.
It indeed was, but there was an update after which they added another splash (splash_fre) if memory serves right and that one was not encrypted. Thanks to finding that file it has been possible to edit any FIFA splash screen on PS3/360, because before that all splash screens were encrypted and the PC splash screens were not compatible with the console version.
Can you send it to me on PM?
FIFAMOD tool is slightly buggy, but it still works well and does help/do the trick. I also did my own "research" by opening the .sbr file in hex editing software and have understood how it works and how to manually change the soundtrack. The .sbs file is simply all audio tracks (in ealayer3 format) added together in one big file. You can add more song entries into the game, however I don't know what the maximum amount is and/or what "songids" should be used, since I have seen that (for some reason, maybe an important one) EA themselves skip certain "songids" (maybe because they had another song ready for that id but had to cut it out or something or because the memory being read from that id is used for something else) and by trying myself to add new entries to the soundtrack in the database (on FIFA 19 PS3), certain issues started to appear like, wrong elements being loaded and wrong strings appearing (as if, like I said above, the "memory" used for the new songid was used for something else and therefore broke something).

However, I found another "trick" to have double the amount of songs already in game. For example, on FIFA 19 (PS3), there are 43 songs. I was able to give assign 2 songs to ever song entry. So for example if you open EATrax and select a song from the list, 2 songs will be played (randomly) from that one entry. If you want, I can explain you how to in a PM.

As for the gui, one thing you should be able to add are the "stadiumintrovideos" (as it's called on the World Cup 2014 game), which shows the stadium the match is played in when you start a match in a video.
Afaik, FIFA 14 by default has 36 songs, so that trick wouldn't be useful for me, even if I'd be forced to delete one or 2 songs, which I don't think so.
However about "copypasting" into .sbs file, I wouldn't be shocked in .sbr file contains some metadata like song length. I experienced that messing around with FIFA 11 soundtrack when just copypasting compatible 2010 WC songs, made music stop after the first song. Back then, there was a .big file containing such metadata for every song separately. In FIFA 14, I suppose, all are packed into 1 file.
Maybe I'm wrong, but sure, I'd like to know more details, so you can write them in PM as well
 


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