Kitserver 2010 Manual
October 22, 2009 - Kitserver 9.0.2
Usually, the most up-to-date version of this documentation, and the translations to many languages, are located here: http://kitserver.ath.cx/docs/. Documentation for Kitservers 5-8 can also be found there.
1. Introduction
Kitserver 2010 is an add-on program for Pro Evolution Soccer 2010 (and Pro Evolution Soccer 2010 DEMO). It is a loader and manager for various modules.
Below is a quick summary of the available features. Follow the link in the left column to get more details about a particular module.
AFS2FS 9.0.2 |
afs2fs.dll |
Manage AFS (.img) game content using files and folders: much easier and quicker to install/remove patches, without the need modify *.img files |
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LOD Mixer 9.0.2 |
lodmixer.dll |
Custom resolution selection, manual/Automatic aspect ratio correction. (LOD adjustment NOT implemented yet) |
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Camera module 9.0.2 |
camera.dll |
Increase the camera viewing angle for Normal and Wide cameras, and enjoy new playing experience. |
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2. Installation / Removal
As with previous version of Kitserver, you have to unpack the archive to your PES installation folder. It should look like this:

Then go to kitserver folder and run the setup.exe. Select the game executable (it should already be preselected) and click "Install". What this does is it "attaches" the kitserver to the game: now whenever you start the game, the Kitserver DLLs will be loaded into memory. If you decide that you don't want to use Kitserver any longer, run setup.exe again and click "Remove", and it will detach the kitserver from the game EXE.

2.1. Advanced usage of setup.exe
The kitserver setup.exe program can also be run without GUI - in a so-called batch or command-line mode. This can be useful, if kitserver is part of a bigger patch, which contains an installer, and typically the last step of the installer is to attach kitserver to the game EXE file. This can be accomplished by running the setup like this:
setup --install --gfile={game-exe} --sfile={settings-exe}
setup --remove --gfile={game-exe} --sfile={settings-exe}
Example:
setup --install --gfile=..\pes2010.exe --sfile=..\settings.exe
3. Usage and configuration
3.1. Main configuration file: config.txt
In the kitserver folder, there is the program's main configuration file - config.txt. This is where you would need to make changes to enable/disable individual modules (DLLs), and/or configure module settings.
Here's an example of config.txt:
[afs2fs] debug = 1 img.dir = "c:\mypesfiles\root1" [camera] angle = 30 [kload] dll = afsio.dll dll = afs2fs.dll dll = lodmixer.dll dll = camera.dll
Each module can have its own configuration section, which starts with [module-name], and typically has one or more options following it. Now, normally you wouldn't need to modify config.txt file, except for the cases, when you need to modify the behaviour of a particular module (DLL), or enable/disable such DLL.
To disable a particular module - just comment out the corresponding line in the [kload] section by putting a '#' symbol at the beginning. (Or you can delete that line altogether.)
The order of the DLLs is important. In particular: zlib1.dll, libpng13.dll, afsio.dll must be loaded in that order before kserv.dll; afs2fs.dll after kserv.dll. Only in very rare situations you should try re-arranging the DLLs.
3.2. Configuration tool - config.exe
Formerly known as lodcfg.exe (it used to be the GUI tool for LOD mixer only, but now it covers other configuration options as well), this simple GUI program allows to modify some configuration settings in config.txt. It's a helper tool and all that it does, you can also do manually, by editing config.txt in your favourite text editor. In fact, some things you can only do manually - like adding and removing modules (DLLs). But for simple things - like changing resolution, or choosing camera angle - it's faster and easier to just launch config.exe, quickly adjust things, then click [Save] button, and you're done.

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4. AFS2FS Module (afs2fs.dll)
This module allows to organize your BIN-files into folders on disk, instead of inserting them into AFS(*.img) files, which is sometimes a pain, and may require a lot of extra disk space.
Several people over the last few years had suggested similar solutions, but ultimately it was Str@teG who kept talking about this idea of organizing BINs into folders, and eventually i decided to just go ahead and do it. So now this is realized in the this module - afs2fs.dll. From personal experience, i know that people are sometimes reluctant to install big patches that require an AFS-rebuild, not because it's particularly difficult or anything, but because it can be time-consuming and disk-space-hungry. With afs2fs, this is now very easy: you just put the BIN into correct folder and that's it. And, of course, there are no size constraints - the bins can be as large as needed!
The module is also handy, when you want to try a patch without risking totally destroying the content that you already have. Putting a new patch into a separate AFS-root and modifying config.txt is all you need to get it going. Removal as easy too: delete the correspoding "img.dir" line in config.txt, and then delete the AFS-root folder. Multiple patches is no longer a management nightmare :). (See more info on AFS-roots in the sections below)
4.1. How to set up the folders
Start by choosing a location where you would be putting your files. For example, let's take c:\mypesfiles\root1. This will be your so-called AFS-root. Inside that folder, create a folder called img. (This is very important that you have the folder named "img", since the game relies on particular names). Then, inside img, create folders, as needed, named - dt00.img, dt01.img, dt0b.img, and so for. That's where you're going to be putting the BIN-files.
It's important to name the folders correctly: a folder must have exactly the same name as the corresponding AFS-file. For instance, if you call a folder dt00, instead of dt00.img, things will not work.
This is how my img folder looks: 
4.2. How to name the files
In general, you can name the files whichever way you want, but you must follow one rule: there must be a BIN number in the name, and it must be preceded by an underscore character ('_'). Also, the filenames CANNOT be longer than 63 characters.
Examples of correctly named files:
unknown_317.bin
goalnet_41.bin
ball_9.bin
unknow_9 (.bin extension is optional)
music_11.adx (a file can have a different extension: .adx is typically used for music and sound files)
Examples of incorrectly named files:
unnamed10.bin - no underscore symbol before the BIN number.
face.bin - no BIN number.
4.3. AFS roots
By default, the AFS2FS module will not search any "special" default paths. Instead you must specify your AFS roots explicitly: In [afs2fs] section of config.txt, you can speficy the location of your root, which can be anywhere on your hard disk. You can also have multiple roots, which is very useful if you have several patches, and you don't want to lose track of which BINs came from which patches (so that you can easily uninstall a patch by just deleting its root folder).
Here is an example with 3 different roots are configured:
[afs2fs] img.dir = "c:\mypesfiles\root1" img.dir = "patch-RPL" img.dir = "afs-root3"
The order of the roots is significant, when it comes to resolving "collisions". Say, you have a dt0b.img/ball_9.bin in the second root (patch-RPL), and dt0b.img/superball_9.bin in the third root (afs-root3). Even though the files are actually named differently, they intend to replace the same BIN - #9 from dt0b.img, and therefore we have a "collision". The rule is simple: the lower root in the list wins. Which means that in this situation, the dt0b.img/superball_9.bin file will be used, since its root is listed last in the [afs2fs] section.
IMPORTANT thing to remember: The root is the folder that contains "img", not the "img" folder itself. In other words, if the full pathname is c:\mypesfiles\root1\img", then in the config.txt you should have: img.dir = "c:\mypesfiles\root1"
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5. LOD Mixer (lodmixer.dll)
LOD-Mixer is the module that allows to fine-tune some aspects of PES2010 graphics engine.
Currently the following features are implemented: screen resolution and aspect ratio correction. All of these can be configured manually in kitserver's main configuration file (kitserver/config.txt), but you can also use Kitserver's configuration tool (config.exe).
5.1. Aspect Ratio.
Many LCD monitors are neither 4:3 nor 16:9. Often, a 16:10 ratio is used, or even 16:9.6. This results in the picture being distored: players either too fat or too skinny, and ball is not round. In this year version, Konami are again using the black bars (as they were in PES2009) to compensate for the case when aspect-ratio is different (LB checkbox). However, if you don't like the black bars, then run settings.exe, turn off the LB checkbox, and then use Kitserver's aspect-ratio correction feature instead:
With LOD Mixer, you can set the aspect ratio to whatever you want. Either let LOD Mixer calculate it automatically - at run-time, using the current screen width and height in pixels - or set the value manually. Automatic way would work quite accurately, assuming the pixel is square. Sometimes, however, you would want to set it manually. For example, i play on widescreen monitor, but using a 800x600 resolution, because my video card is not powerful enough. The automatic calculation would give 4:3, but since the view is stretched to fill the entire screen, we need to account for that. Setting aspect ratio to 1.6 (which is a natural AR for my laptop) does the trick.
5.2. Screen Resolution.
You can set any screen resolution you want, if you play in a Windowed mode. Even crazy screens like 1234x487 will work, but you're likely to suffer from performance problems on such cases. Hidden fullscreen resolutions are fully unlocked now as well. However, only those that your video card really supports in full-screen mode, will work. If you accidently choose an unsupported fullscreen resolution, then PES should still be able to start in a window.
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6. Camera module (camera.dll)
For reasons known only to Konami product managers, for the third(!) year running, they took away the interface feature that allowed to adjust camera angle (it was in PES3-PES6, but it disappeared starting with PES2008). The underlying logic is still present in the game executable though, and this module allows you to take advantage of it. You can adjust the camera angle: standard values are 0 - 9, but you can actually set a bigger value, which will result in camera turning even more. For example, i like to play with angle value set to 30.
Choose any value from 0 to 2^32-1. Angles like 20, 40, 100 give quite a different perspective of play. More fun :)
Use Kitserver configuration tool (config.exe) or, you can also edit your config.txt file manually, like this:
[camera] angle = 30
Credits
Programming: juce and Robbie
Beta-testing: members and guests of Evo-Web and PesWe.com forums.
Original idea for afs2fs modules: Str@teG
Many other ideas came from users of Evo-Web forums and PesWe.com forums
Special thanks go to: administrators of PesWe.com website and members of PesWe.com forums.