This guide walks you from a fresh clone to an active, in-game mod in under ten minutes. By the end you will have a builtDocumentation Index
Fetch the complete documentation index at: https://mintlify.com/angelballay/pes6_game_physics_mod/llms.txt
Use this file to discover all available pages before exploring further.
pes6_game_physics_mod.dll, deployed it alongside your PES6 installation, launched the game, and confirmed — either through the Kitserver on-screen overlay or the debug log — that both the Context Hook and the Power Hook have installed successfully and that the pass-power rescaling is live.
Prerequisites
Before you begin, confirm the following are in place:
- Visual Studio 2022 with the Desktop development with C++ workload installed. The project uses platform toolset
v145; this workload installs it automatically. - Pro Evolution Soccer 6 installed on Windows. The mod targets the unmodified Win32 retail binary (
pes6.exe). Note the full path to your PES6 directory — you will need it in Step 4. - Git (any recent version) to clone the repository.
Clone the repository and open the solution
Clone the repository and open the Visual Studio solution file:Then open The solution contains a single project: pes6_game_physics_mod (root namespace
AB_Gameplay_mod.slnx in Visual Studio 2022:abgameplaymod), configured as a DynamicLibrary for both Win32 and x64 platforms in Debug and Release configurations.Build in Release | Win32 configuration
The game process is 32-bit, so you must build the Release | Win32 configuration. In the Visual Studio toolbar:
- Set the Solution Configuration dropdown to
Release. - Set the Solution Platform dropdown to
Win32. - Press Ctrl+Shift+B (or Build → Build Solution).
dllmain.cpp, PassContext.cpp, PassPower.cpp, ModState.cpp, HotkeyToggle.cpp, KitserverOverlay.cpp, Logger.cpp, MemoryPatch.cpp, PassPowerConfig.cpp) using C++20 with the precompiled header pch.h. A successful build produces:The Release configuration enables
WholeProgramOptimization and IntrinsicFunctions. If you need the debug log for troubleshooting, build Debug | Win32 instead — but still deploy the Win32 (32-bit) DLL.Deploy the DLL to your PES6 directory
Copy the built DLL to your PES6 installation. The exact destination depends on whether you are using Kitserver:Without Kitserver — use a DLL injector or loader of your choice and point it at With Kitserver — place the DLL inside Kitserver’s
pes6.exe. Copy the DLL anywhere accessible to your injector, for example directly into the PES6 game folder:plugins folder so that kload.dll is already loaded in the process before the mod DLL initialises. This is required for the overlay to resolve kload.dll exports at runtime:Launch PES6 and verify the mod is active
Start Pro Evolution Soccer 6 normally. The mod’s And a context + power log entry from an in-game pass:
DllMain spawns a background thread (MainThread) that waits one second, then installs both hooks and starts the hotkey monitor.To verify activation:- Press Ctrl+Shift+P once the game has loaded into a match. The hotkey thread polls every 25 ms for the
VK_CONTROL + VK_SHIFT + 'P'combination. - If Kitserver is present, the overlay will display “FISICAS ACTIVADAS” centred near the top of the screen for approximately 2.2 seconds, in green. Pressing the hotkey again shows “FISICAS DESACTIVADAS” in red.
- If Kitserver is not present, enable the debug log (see note below) and check
D:\pes6_passspeed.logfor the startup banner and hook confirmation lines.
The debug log is disabled by default in the shipped source. To enable it, open
Logger.cpp, change static const bool ENABLED = false; to static const bool ENABLED = true;, and rebuild. Log entries are appended to D:\pes6_passspeed.log — make sure the D:\ drive exists and is writable, or edit LOG_PATH in Logger.cpp to a path on your system before rebuilding.