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FIFA 16 Mobile Conversions

sebioL_cdz

Club Supporter
Guys. Have any of you tried this script?
LOTS_OF_GOALS=1
It forces the AI to score more goals. I just had a match end 5-4.
Interesting, do you know if it varies from 0.1 to 1.0 or is it also considered negative (-1.0)? So the value "0" the CPU hardly attacks?
Currently in my gameplay, I don't know which field I changed, but even playing in World Class, if I keep possession of the ball in defense and keep exchanging passes, I can spend 90 minutes with the ball in defense and the CPU does not advance to steal the ball , she only attacks if I go on the attack and lose the ball. lololol
In this topic there are some interesting tips as well:
Thanks for the wealth of extraction/conversions tools. I still modify only by .INI codes, I still haven't delved into the modification by compressed files of the folders, but I will try to delve into it...
In this post you find possibilities for unpacking BIN files to change more gameplay, I haven't tested it yet, but it can be a great choice:
Yeah. It's very tedious as you said but it's much easier with Gimp. I can literally edit 6 colors at once and make necessary corrections later. I'm currently converting Man Utd adboard from FIFA 23 switch version.
Awesome tip, I didn't know that GIMP had this more advanced functionality to change the HUE of multiple colors instantly. Worse, I had searched for some texture modifiers even in photoshop to change everything directly at the root of the RGB... I think that GIMP is enough to modify these 6 main colors. Thanks bro!!!
EDIT:
By the way... how do you make the Adboard read specifically for some club or ManUtd, for example?
Wouldn't I need access to the .DB to indicate a club ID to the specific Adboard(RX3)?
 
Last edited:

StarbuoyNick

Club Supporter
Interesting, do you know if it varies from 0.1 to 1.0 or is it also considered negative (-1.0)? So the value "0" the CPU hardly attacks?
Currently in my gameplay, I don't know which field I changed, but even playing in World Class, if I keep possession of the ball in defense and keep exchanging passes, I can spend 90 minutes with the ball in defense and the CPU does not advance to steal the ball , she only attacks if I go on the attack and lose the ball. lololol
In this topic there are some interesting tips as well:

Thanks for the wealth of extraction/conversions tools. I still modify only by .INI codes, I still haven't delved into the modification by compressed files of the folders, but I will try to delve into it...
In this post you find possibilities for unpacking BIN files to change more gameplay, I haven't tested it yet, but it can be a great choice:

Awesome tip, I didn't know that GIMP had this more advanced functionality to change the HUE of multiple colors instantly. Worse, I had searched for some texture modifiers even in photoshop to change everything directly at the root of the RGB... I think that GIMP is enough to modify these 6 main colors. Thanks bro!!!
EDIT:
By the way... how do you make the Adboard read specifically for some club or ManUtd, for example?
Wouldn't I need access to the .DB to indicate a club ID to the specific Adboard(RX3)?
You can do that in the stadium.lua file. Since I'm not good with coding I'm finding it hard to write the needed codes for the function.
 

Akira99

Club Supporter
genplayers and heroperf are used in the Switch version and not pc. also I noticed that many people use my share without tagging me. I'm currently working on a pc gameplay and I've already made a lot of progress I was planning to share it but some here are just waiting to appropriate the work of others so wait until I finish and share it on my youtube channel
 

Akira99

Club Supporter
Put in cl.ini
Example: ball physic and prephysic FIFA 22


Airflow_MagnusSpinScalarVsSpeedMinX=0
Airflow_MagnusSpinScalarVsSpeedMaxX=35
Airflow_MagnusSpinScalarVsSpeedMinY=1
Airflow_MagnusSpinScalarVsSpeedMaxY=0.49074075
Airflow_SeamForceScalarVsSpinMibX=0
Airflow_SeamForceScalarVsSpinMaxX=9
Airflow_SeamForceScalarVsSpinMinY=0.1
Airflow_SeamForceScalarVsSpinMaxY=1
Airflow_DragCoeffCurveMinX=0
Airflow_DragCoeffCurveMaxX=4
Airflow_DragCoeffCurveMinY=0.3
Airflow_DragCoeffCurveMaxY=0.13500002
Airflow_MagnusScalarVsSpinMinX=0
Airflow_MagnusScalarVsSpinMaxX=70
Airflow_MagnusScalarVsSpinMinY=1.237143
Airflow_MagnusScalarVsSpinMaxY=1.6066666
Airflow_AirPressure=1.2
Airflow_Viscosity=1.82
Airflow_AngularDamping=0.996
Airflow_DragMultiplier=15
Airflow_LinearDamping=0.9966
Airflow_ReynoldsThreshold=400000
Airflow_ReynoldsSuperCritical=650000
Airflow_ReynoldsSubCritical=200000
Airflow_BallDragType=0x00000004
Airflow_UseDragCoeffCurve=1







Stumble_ContactForce_BaseMagnitude=1000
Muscle_PlantedFootVelCompBlend=0.5
Muscle_BodyPartVelCompLevelMaxStrength=1.2
Stumble_ContactForce_BargedContextMinStrengthFactor=0.2
Stumble_InAirDeltaAngularMomentumThreshold=300
Muscle_BodyTrajectoryTensionMinStrength=0.8
Stumble_ContactForce_BargingContextMinStrengthFactor=0.8
Stumble_ContactForce_SuccessfulTackledContextMaxStrengthFactor=0.1
Stumble_ContactForce_DefaultContextMaxStrengthFactor=1.25
Stumble_ContactForce_RecentlyDispossessedContextMaxStrengthFactor=0.8
Stumble_ContactForce_SuccessfulTrappedContextMinStrengthFactor=0.3
Stumble_ContactForce_TackledContextMaxStrengthFactor=0.8
Stumble_ContactForce_BargedContextMaxStrengthFactor=0.8
Muscle_BodyTrajectoryTensionMaxStrength=1.2
Stumble_ContactForce_SuccessfulTrappedContextMaxStrengthFactor=0.8
Fall_InAirDeltaAngularMomentumThreshold=1200
Stumble_ContactForce_DefaultContextMinStrengthFactor=0.75
Fall_InAirDeltaLinearMomentumThreshold=1200
Stumble_ContactForce_RecentlyDispossessedContextMinStrengthFactor=0.3
Stumble_ContactForce_SuccessfulTackledContextMinStrengthFactor=0.025
Stumble_ContactForce_SteppedInFrontContextMinStrengthFactor=0.5
Muscle_LegVelCompBlendWhileShielding=0.5
Stumble_ContactForce_TackledContextMinStrengthFactor=0.3
Muscle_PlantedFootVelCompLevel=1
Muscle_PlantedLegVelCompBlend=0.4
Muscle_PlantedFootDriveTension=0.5
Muscle_BodyPartVelCompLevelMinStrength=0.8
Stumble_ContactForce_BargingContextMaxStrengthFactor=1.5
Stumble_ContactForce_SteppedInFrontContextMaxStrengthFactor=0.9
Stumble_InAirDeltaLinearMomentumThreshold=300
Airflow_UseDragCoeffCurve=1

Soccerball_Radius=0.328
Soccerball_GripConstant=0.92
BallRestitutionMaxSpeed=30
Soccerball_Inertia=0.66
Soccerball_InAirRadius=0.328
BallRestitutionMinSpeed=10
BallRestitutionReductionMax=0.35
Soccerball_Mass=0.42
Soccerball_MaterialMin=0.55
Soccerball_MaterialMax=0.0001
PhysicsAirPressure=1
MagnusDragMultiplier=31.3
BallBounceAngularDamping=1
BallBounceLinearDamping=0.998
MagnusReynoldsThreshold=2000000
FieldDynamicFriction=0.72
BallAngularDrag=0.0015
PhysicsAirViscosity=0.03
FieldRestitution=0.8
BallRollLinearDamping=0.994
BallLinearDrag=0.003
BallRollAngularDamping=0.972
BallRestitution=0.9
BallDensity=1
BallMaxAngularDisplacement=100
MagnusCoefficient=0.4
FieldStaticFriction=0.82
BallDynamicFriction=0.6
BallMaxLinearDisplacement=100
BallStaticFriction=0.72

Field_PitchWearHigh_Bump_Prob=0.54
Field_PitchWearMedium_Bump_Prob=0.48
Field_GlobalRestitutionMult=0.96
Field_PitchWearLow_Bump_Size=0.02
Field_GrassRollingStopThreshold=0.005
Field_GlobalRollFrictionMult=1
Field_GrassBounceEnergyAbsorption=0.02
Field_PitchWearLow_Bump_Prob=0.42
Field_PitchWearMedium_Bump_Size=0.021
Field_GlobalSlideFrictionMult=1
Field_GrassDensityCoeff=35
Field_PitchWearHigh_Bump_Size=0.022


Field_Dry_LowMaterial=0.825,0,0.435,0,0.024,0,0.009
Field_Wet_LowMaterial=0.745,0,0.34,0,0.052,0,0.038
Field_Mud_LowMaterial=0.65,0,0.43,0,0.026,0,0.038
 

Akira99

Club Supporter
Fix correct passing
[KICKBALL]
PASS_GROUND_MIN_SPEED= 8
PASS_GROUND_MAX_SPEED= 16
PASS_GROUND_MIN_SPEED_LONG= 9.6f
PASS_GROUND_MAX_SPEED_LONG= 20
PASS_GROUND_MIN_DIST= 3
PASS_GROUND_MAX_DIST= 20
PASS_GROUND_MIN_ELEVATION_ANGLE= 1
PASS_GROUND_MAX_ELEVATION_ANGLE= 5
PASS_GROUND_MIN_ELEVATION_ANGLE_LONG= 3
PASS_GROUND_MAX_ELEVATION_ANGLE_LONG= 8
PASS_LOB_MIN_TIME = 80
PASS_LOB_MAX_TIME = 165
PASS_LOB_MIN_DIST = 10
PASS_LOB_MAX_DIST = 70
PASS_LOB_MIN_HEIGHT = 8
PASS_LOB_MAX_HEIGHT = 30
PASS_GROUND_THROUGH_MIN_SPEED = 10
PASS_GROUND_THROUGH_MAX_SPEED = 24
PASS_GROUND_THROUGH_MIN_DIST = 5
PASS_GROUND_THROUGH_MAX_DIST = 40
PASS_GROUND_THROUGH_MIN_ELEVATION_ANGLE= 6
PASS_GROUND_THROUGH_MAX_ELEVATION_ANGLE= 12
PASS_LOB_THROUGH_MIN_TIME= 60
PASS_LOB_THROUGH_MAX_TIME= 150
PASS_LOB_THROUGH_MIN_DIST= 10
PASS_LOB_THROUGH_MAX_DIST= 40
PASS_LOB_THROUGH_MIN_HEIGHT= 6.5
PASS_LOB_THROUGH_MAX_HEIGHT= 10
PASS_GROUND_CROSS_MIN_SPEED= 16
PASS_GROUND_CROSS_MAX_SPEED= 24
PASS_GROUND_CROSS_MIN_DIST= 15
PASS_GROUND_CROSS_MAX_DIST= 25
PASS_GROUND_CROSS_MIN_ELEVATION_ANGLE= 1
PASS_GROUND_CROSS_MAX_ELEVATION_ANGLE= 6
PASS_LOB_CROSS_MIN_TIME= 80
PASS_LOB_CROSS_MAX_TIME= 150
PASS_LOB_CROSS_MIN_DIST= 20
PASS_LOB_CROSS_MAX_DIST= 70
PASS_LOB_CROSS_MIN_HEIGHT= 8
PASS_LOB_CROSS_MAX_HEIGHT= 24
PASS_LOW_CROSS_MIN_TIME= 54
PASS_LOW_CROSS_MAX_TIME= 90
PASS_LOW_CROSS_MIN_DIST= 15
PASS_LOW_CROSS_MAX_DIST= 25
PASS_LOW_CROSS_MIN_HEIGHT= 3
PASS_LOW_CROSS_MAX_HEIGHT= 6
 

StarbuoyNick

Club Supporter
genplayers and heroperf are used in the Switch version and not pc. also I noticed that many people use my share without tagging me. I'm currently working on a pc gameplay and I've already made a lot of progress I was planning to share it but some here are just waiting to appropriate the work of others so wait until I finish and share it on my youtube channel
I tagged you on my channel for the extratime script. My channel is new so I'm not getting much views.
 

Laosiji

Club Supporter
@Laosiji Bro download these files. It's got everything you need for the extraction. After downloading I'll teach you the tutorial.

1677627384749.png

What happens after extraction?
 

Laosiji

Club Supporter
Interesting, do you know if it varies from 0.1 to 1.0 or is it also considered negative (-1.0)? So the value "0" the CPU hardly attacks?
Currently in my gameplay, I don't know which field I changed, but even playing in World Class, if I keep possession of the ball in defense and keep exchanging passes, I can spend 90 minutes with the ball in defense and the CPU does not advance to steal the ball , she only attacks if I go on the attack and lose the ball. lololol
In this topic there are some interesting tips as well:
Thanks for the wealth of extraction/conversions tools. I still modify only by .INI codes, I still haven't delved into the modification by compressed files of the folders, but I will try to delve into it...
In this post you find possibilities for unpacking BIN files to change more gameplay, I haven't tested it yet, but it can be a great choice:

Awesome tip, I didn't know that GIMP had this more advanced functionality to change the HUE of multiple colors instantly. Worse, I had searched for some texture modifiers even in photoshop to change everything directly at the root of the RGB... I think that GIMP is enough to modify these 6 main colors. Thanks bro!!!
EDIT:
By the way... how do you make the Adboard read specifically for some club or ManUtd, for example?
Wouldn't I need access to the .DB to indicate a club ID to the specific Adboard(RX3)?
As I mentioned above, stadium.lua, this is the link
https://mega.nz/file/RaJSECgS#7bdKYIx7FL5kP2WuhBoI5j1xBtFBePSflEuf53U2Fbg
 

StarbuoyNick

Club Supporter
But it doesn't contain the file, "stadium.lua". It's the file where the custom modifications can be done. The one you posted here is match reveal. It's the screen that the game moves on to after you've started the match. Something like the loading screen of the game. For example, if you select Chelsea vs Man Utd and you tap start match, Chelsea vs Man Utd loads with their crest. The background on which the logos rest after you've tapped start match is what is known as the match reveal. So the file you shared is totally different from the stadium.lua.
 

Laosiji

Club Supporter
But it doesn't contain the file, "stadium.lua". It's the file where the custom modifications can be done. The one you posted here is match reveal. It's the screen that the game moves on to after you've started the match. Something like the loading screen of the game. For example, if you select Chelsea vs Man Utd and you tap start match, Chelsea vs Man Utd loads with their crest. The background on which the logos rest after you've tapped start match is what is known as the match reveal. So the file you shared is totally different from the stadium.lua.
what? I am normal in the game. I don't understand what you mean
 

Laosiji

Club Supporter
But it doesn't contain the file, "stadium.lua". It's the file where the custom modifications can be done. The one you posted here is match reveal. It's the screen that the game moves on to after you've started the match. Something like the loading screen of the game. For example, if you select Chelsea vs Man Utd and you tap start match, Chelsea vs Man Utd loads with their crest. The background on which the logos rest after you've tapped start match is what is known as the match reveal. So the file you shared is totally different from the stadium.lua.
Oh, oh, oh, I know. You mean it's just a mapping, not through the database to bind it to different IDs
 

StarbuoyNick

Club Supporter
View attachment 118750
What happens after extraction?
After extraction, every folder you see there has files that can be replaced. You don't need to repack into a .big file again. To start, get the sounds of other FIFA versions if you've got some. I'd start with uisfx. It's the sound you hear when you tap on a button in the game. Every FIFA game should have that.

If you can access those files in a folder without needing to extract, then you can easily replace them. I haven't been able to test it because I don't have any FIFA game on my laptop. But if they are not in a folder and need to be extracted, then you need to use the same procedure to extract the files from the game's .big file that talks about sound and see if you get similar files.

They don't have to be 100% identical in terms of their names because you can easily rename them. The only thing that needs to be identical is their file extension. For example, the extensions of the uisfx files for the FIFA 16 mobile you just extracted mostly have .sbr extensions. Only one has a .ptc extension. So to able to try and succeed, the files you'd wish to replace them with have to have a .sbr or .sbs extension.

If they are in a different format then that means it won't work even if you rename the files. For example, let's say you want to replace UI_SFX_ARENA.sbr in the FIFA 16 mobile uisfx files with a UI_SFX_ARENA from the pc version or any other version, what you need to consider first is that they come in a .sbs or .sbr format. That's the format the fifa 16 mobile can read. The file type should be the same as that of the FIFA 16 mobile. After which comes renaming. The game will read the files extension and it's name as well. So if you get a file from FIFA 17 PC and it's name is for example UI_ARENA_SFX.sbr and you add it to the files, it won't work because it doesn't have the same name as the files contained in the FIFA 16 mobile.

The game will load the files in the obb instead of the data folder. You need to consider the size as well. I'm sure there are limits for each game. For example, if FIFA 16 mobile's UI_SFX_ARENA.sbr's size limit is 300kb and the one you replaced it with is 500kb, what will probably happen is that, even if the file extensions and file names are the same, the sounds won't load since you've exceeded the size limit. When you open the game and tap a button, you won't hear any sound or there might be a distortion in the sound or the game might not open at all. And the game can't also load the files in the obb because there's a file with the same name and file type overwriting it in the the game's data files.

In conclusion, there are so many things to consider to make the sounds work in the game. I haven't tried it as I do not have any game to extract sound files from. I don't know if hex editing will play a part in getting it to work in the game as the db required or not.
 

StarbuoyNick

Club Supporter
Oh, oh, oh, I know. You mean it's just a mapping, not through the database to bind it to different IDs
Yeah. The lua file can easily overwrite what the db contains with the correct codes. I've got a player.lua file that you can manually edit specific boots for each player. Now with my Barcelona and Real Madrid team, every player wears the boot he wears in real life. It makes the game more realistic. Thought it wasn't possible till I looked through the files I downloaded from YouTube. With that file, I can even add 500 more boots and still assign them to different players without any issue. Without that, the db has a limit of 255 boots. So that means without the file, the game will load only 255 boots. With the file, the game can load even 1000 boots. The stadium.lua should be able to do something similar with the right codes in place. That's what I thought you meant.
 
Last edited:

Laosiji

Club Supporter
After extraction, every folder you see there has files that can be replaced. You don't need to repack into a .big file again. To start, get the sounds of other FIFA versions if you've got some. I'd start with uisfx. It's the sound you hear when you tap on a button in the game. Every FIFA game should have that.

If you can access those files in a folder without needing to extract, then you can easily replace them. I haven't been able to test it because I don't have any FIFA game on my laptop. But if they are not in a folder and need to be extracted, then you need to use the same procedure to extract the files from the game's .big file that talks about sound and see if you get similar files.

They don't have to be 100% identical in terms of their names because you can easily rename them. The only thing that needs to be identical is their file extension. For example, the extensions of the uisfx files for the FIFA 16 mobile you just extracted mostly have .sbr extensions. Only one has a .ptc extension. So to able to try and succeed, the files you'd wish to replace them with have to have a .sbr or .sbs extension.

If they are in a different format then that means it won't work even if you rename the files. For example, let's say you want to replace UI_SFX_ARENA.sbr in the FIFA 16 mobile uisfx files with a UI_SFX_ARENA from the pc version or any other version, what you need to consider first is that they come in a .sbs or .sbr format. That's the format the fifa 16 mobile can read. The file type should be the same as that of the FIFA 16 mobile. After which comes renaming. The game will read the files extension and it's name as well. So if you get a file from FIFA 17 PC and it's name is for example UI_ARENA_SFX.sbr and you add it to the files, it won't work because it doesn't have the same name as the files contained in the FIFA 16 mobile.

The game will load the files in the obb instead of the data folder. You need to consider the size as well. I'm sure there are limits for each game. For example, if FIFA 16 mobile's UI_SFX_ARENA.sbr's size limit is 300kb and the one you replaced it with is 500kb, what will probably happen is that, even if the file extensions and file names are the same, the sounds won't load since you've exceeded the size limit. When you open the game and tap a button, you won't hear any sound or there might be a distortion in the sound or the game might not open at all. And the game can't also load the files in the obb because there's a file with the same name and file type overwriting it in the the game's data files.

In conclusion, there are so many things to consider to make the sounds work in the game. I haven't tried it as I do not have any game to extract sound files from. I don't know if hex editing will play a part in getting it to work in the game as the db required or not.
Thank you, but it seems that other versions of fifa need to be cracked and unpacked to export, which is a complex work..
 

StarbuoyNick

Club Supporter
Thank you, but it seems that other versions of fifa need to be cracked and unpacked to export, which is a complex work..
Yeah. Exactly. So unless you've got the time to edit, I wouldn't recommend going into that. It's much more tedious than db editing.
 

Laosiji

Club Supporter
Yeah. The lua file can easily overwrite what the db contains with the correct codes. I've got a player.lua file that you can manually edit specific boots for each player. Now with my Barcelona and Real Madrid team, every player wears the boot he wears in real life. It makes the game more realistic. Thought it wasn't possible till I looked through the files I downloaded from YouTube. With that file, I can even add 500 more boots and still assign them to different players without any issue. Without that, the db has a limit of 255 boots. So that means without the file, the game will load only 255 boots. With the file, the game can load even 1000 boots. The stadium.lua should be able to something similar with the right codes in place. That's what I thought you meant.
Facts have proved that this modification is easier, and the database is limited. Through stadium.lua, it is completely possible to realize that each team or stadium has its own adboard, which is unlimited
 


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