This page was roughly updated from the SDL2 version, but needs to be inspected for details that are out of date, and a few SDL2isms need to be cleaned out still, too. Read this page with some skepticism for now.
A lot of information can be found in README-android.
This page is more walkthrough-oriented.
sudo apt install openjdk-17-jdk ant android-sdk-platform-tools-commontools/bin/sdkmanager (or tools/android pre-2017) and install one API (>= 31)PATH="/usr/src/android-ndk-rXXx:$PATH" # for 'ndk-build'
PATH="/usr/src/android-sdk-linux/tools:$PATH" # for 'android'
PATH="/usr/src/android-sdk-linux/platform-tools:$PATH" # for 'adb'
export ANDROID_HOME="/usr/src/android-sdk-linux" # for gradle
export ANDROID_NDK_HOME="/usr/src/android-ndk-rXXx" # for gradlecd /usr/src/SDL3/build-scripts/
./androidbuild.sh org.libsdl.testgles ../test/testgles.ccd /usr/src/SDL3/build/org.libsdl.testgles/
./gradlew installDebugNotes:
sudo update-alternatives --config java and select jdk-17 as default; or use JAVA_HOME=/usr/lib/jvm/java-17-openjdk-amd64 ./gradlewjavax/xml/bind/annotation/XmlSchema, Could not initialize class com.android.sdklib.repository.AndroidSdkHandler: check the Android Gradle Plugin version in /android-project/build.gradle, e.g. classpath 'com.android.tools.build:gradle:3.1.0'/android-project/gradle/wrapper/gradle-wrapper.properties: distributionUrl=https\://services.gradle.org/distributions/gradle-4.9-all.zipandroid-project/app/build.gradle:android {
buildToolsVersion "28.0.1"
compileSdkVersion 28externalNativeBuild {
ndkBuild {
arguments "APP_PLATFORM=android-14"
abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64'ABIs [x86_64, arm64-v8a] are not supported for platform. Supported ABIs are [armeabi, armeabi-v7a, x86, mips]: upgrade to NDK >= 10apt install gradle libgradle-android-plugin-javaLet's modify SDL3_image/showimage.c to show a simple embedded image (e.g. XPM).
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_image.h>
/* XPM */
static char * icon_xpm[] = {
"32 23 3 1",
" c #FFFFFF",
". c #000000",
"+ c #FFFF00",
" ",
" ........ ",
" ..++++++++.. ",
" .++++++++++++. ",
" .++++++++++++++. ",
" .++++++++++++++++. ",
" .++++++++++++++++++. ",
" .+++....++++....+++. ",
" .++++.. .++++.. .++++. ",
" .++++....++++....++++. ",
" .++++++++++++++++++++. ",
" .++++++++++++++++++++. ",
" .+++++++++..+++++++++. ",
" .+++++++++..+++++++++. ",
" .++++++++++++++++++++. ",
" .++++++++++++++++++. ",
" .++...++++++++...++. ",
" .++............++. ",
" .++..........++. ",
" .+++......+++. ",
" ..++++++++.. ",
" ........ ",
" "};
int main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Surface *surface;
SDL_Texture *texture;
int done;
SDL_Event event;
if (SDL_CreateWindowAndRenderer("Show a simple image", 0, 0, 0, &window, &renderer) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_CreateWindowAndRenderer() failed: %s", SDL_GetError());
return(2);
}
surface = IMG_ReadXPMFromArray(icon_xpm);
texture = SDL_CreateTextureFromSurface(renderer, surface);
if (!texture) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Couldn't load texture: %s", SDL_GetError());
return(2);
}
SDL_SetWindowSize(window, 800, 480);
done = 0;
while (!done) {
while (SDL_PollEvent(&event)) {
if (event.type == SDL_EVENT_QUIT)
done = 1;
}
SDL_RenderTexture(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);
SDL_Delay(100);
}
SDL_DestroyTexture(texture);
SDL_Quit();
return(0);
}Then let's make an Android app out of it. To compile:
cd /usr/src/SDL3/build-scripts/
./androidbuild.sh org.libsdl.showimage /usr/src/SDL3_image/showimage.c
cd /usr/src/SDL3/build/org.libsdl.showimage/
ln -s /usr/src/SDL3_image jni/
ln -s /usr/src/SDL3_image/external/libwebp-0.3.0 jni/webp
sed -i -e 's/^LOCAL_SHARED_LIBRARIES.*/& SDL3_image/' jni/src/Android.mk
ndk-build -j$(nproc)
ant debug installNotes:
You use autotools in your project and can't be bothering understanding ndk-build's cryptic errors? This guide is for you!
Note: this environment can be used for CMake too.
(FIXME: this needs to be updated for SDL3.)
cd /usr/src/
wget https://libsdl.org/release/SDL2-2.0.5.tar.gz
wget https://www.libsdl.org/projects/SDL_image/release/SDL2_image-2.0.1.tar.gz
wget https://www.libsdl.org/projects/SDL_mixer/release/SDL2_mixer-2.0.1.tar.gz
wget https://www.libsdl.org/projects/SDL_net/release/SDL2_net-2.0.1.tar.gz
wget https://www.libsdl.org/projects/SDL_ttf/release/SDL2_ttf-2.0.14.tar.gz
tar xf SDL2-2.0.5.tar.gz
tar xf SDL2_image-2.0.1.tar.gz
tar xf SDL2_mixer-2.0.1.tar.gz
tar xf SDL2_net-2.0.1.tar.gz
tar xf SDL2_ttf-2.0.14.tar.gz
ln -s SDL2-2.0.5 SDL2
ln -s SDL2_image-2.0.1 SDL2_image
ln -s SDL2_mixer-2.0.1 SDL2_mixer
ln -s SDL2_net-2.0.1 SDL2_net
ln -s SDL2_ttf-2.0.14 SDL2_ttfcd /usr/src/SDL3/
#git checkout -- . # remove traces of previous builds
cd build-scripts/
# edit androidbuild.sh and modify $ANDROID update project --target android-XX
./androidbuild.sh org.libsdl /dev/null
# doesn't matter if the actual build fails, it's just for setup
cd ../build/org.libsdl/rm -rf jni/src/ln -s /usr/src/SDL3_image jni/
ln -s /usr/src/SDL3_image/external/libwebp-0.3.0 jni/webp
ln -s /usr/src/SDL3_mixer jni/
ln -s /usr/src/SDL3_mixer/external/libmikmod-3.1.12 jni/libmikmod
ln -s /usr/src/SDL3_mixer/external/smpeg2-2.0.0 jni/smpeg2
ln -s /usr/src/SDL3_net jni/
ln -s /usr/src/SDL3_ttf jni/jni/Android.mk to disable some formats, e.g.:SUPPORT_MP3_SMPEG := false
include $(call all-subdir-makefiles)
ndk-build -j$(nproc)Note: no need to add System.loadLibrary calls in SDLActivity.java, your application will be linked to them and Android's ld-linux loads them automatically.
Now:
/usr/src/android-ndk-r8c/build/tools/make-standalone-toolchain.sh \
--platform=android-14 --install-dir=/usr/src/ndk-standalone-14-arm --arch=armNDK_STANDALONE=/usr/src/ndk-standalone-14-arm
PATH=$NDK_STANDALONE/bin:$PATHcd /usr/src/SDL3/build/org.libsdl/
for i in libs/armeabi/*; do ln -nfs $(pwd)/$i $NDK_STANDALONE/sysroot/usr/lib/; done
mkdir $NDK_STANDALONE/sysroot/usr/include/SDL3/
cp jni/SDL/include/* $NDK_STANDALONE/sysroot/usr/include/SDL3/
cp jni/*/SDL*.h $NDK_STANDALONE/sysroot/usr/include/SDL3/pkg-config and install a host-triplet-prefixed symlink in the PATH (auto-detected by autoconf):VERSION=0.9.12
cd /usr/src/
wget http://rabbit.dereferenced.org/~nenolod/distfiles/pkgconf-$VERSION.tar.gz
tar xf pkgconf-$VERSION.tar.gz
cd pkgconf-$VERSION/
mkdir native-android/ && cd native-android/
../configure --prefix=$NDK_STANDALONE/sysroot/usr
make -j$(nproc)
make install
ln -s ../sysroot/usr/bin/pkgconf $NDK_STANDALONE/bin/arm-linux-androideabi-pkg-config
mkdir $NDK_STANDALONE/sysroot/usr/lib/pkgconfig/.pc files for SDL:Tools to edit PES 2017 BAL mode exist and are generally free, developed by the modding community. However, the age of the game means many links are dead, and download sources have shifted to less secure file-hosting sites. The safest and most functional route is the NLSC Community Editor or Cheat Engine tables, provided the user exercises caution regarding file integrity and malware.
Finding a reliable "Become a Legend" (BAL) editor for PES 2017 is key for players who want to bypass the slow grind of natural attribute growth. These free third-party tools allow you to modify your player’s stats, GP, and even career details. Popular BAL Editor Capabilities
Most free editors for PES 2017 focus on the following modifications:
Player Attributes: Instantly max out stats like speed, finishing, and stamina to 99.
GP and Money: Increase your career currency to purchase training items or boosters.
Career Logistics: Tools like the ML/BAL Starting Year Changer let you adjust the season your career begins.
Player Identification: Some editors allow you to link custom "minifaces" or change appearance settings that are normally locked after career creation. How to Use an External Editor
Backup Your Save: Always create a copy of your BLxx.bin save file (found in Documents/KONAMI/Pro Evolution Soccer 2017/save).
Load the Save: Open the editor tool and navigate to your career save file.
Apply Changes: Edit the desired values (e.g., stats or GP) and save the changes within the editor.
Verification: Launch PES 2017 and load your BAL career to see the updated stats. Free Alternative: The "Edit Mode" Workaround
If you prefer not to use third-party software, you can use the game's built-in Edit Mode:
Create a custom player in the main Edit menu with your desired maxed-out stats.
Assign them to a team and then start a new Become a Legend career using an "Existing Player" instead of creating one from scratch. How to change player stats and skills | PES 2017 ML & BL How to change player stats and skills | PES 2017 ML & BL YouTube·Ceyhun Süleymanov
Searching for a free "Become a Legend" (BAL) editor for often points toward third-party community tools rather than official features. While the base game includes an
for general player modifications, editing an active BAL save typically requires external software like Cheat Engine or specialized community-made tools. 1. Community BAL Editing Tools
Several community-developed tools allow you to modify active save files or game data to bypass standard career progression: PES 2017 ML/BAL Starting Year Changer
: A free utility used to adjust the starting year for Master League and Become a Legend modes. Legend .bin Files bal pes 2017 editor free
: For console and PC users, downloadable .bin files (often shared via
) can be imported to add high-rated legendary players into the offline database. External Editor Tools
: Specific executables (like the Player Data Editor) are frequently shared on community forums to allow quick batch editing of player stats, though these often work best on the main database rather than specific active save files. 2. Cheat Engine Methods (Most Common for Active Saves)
Because the standard Edit Mode has limited impact on active BAL saves, many users use Cheat Engine Attribute Boosting
: You can use specific "Cheat Tables" to search for and lock in training points or immediately boost player stats to 99. Real-Time Editing
: Advanced scripts allow you to change stats "on the fly" during an ongoing career mode, which standard in-game menus do not permit. 3. In-Game "Edit Mode" Constraints You can access a basic "Free Editor" via the Main Menu > Edit > Players Capabilities
: You can modify appearances, boots, and base stats for existing real-world players. Limitations
: Changes made in the main Edit Mode often do not apply to a BAL player once the career has already started, especially for "Real Players" chosen as your avatar. 4. Recommended Setup for Smooth Editing
To ensure these tools work without crashing the game, consider these technical steps:
PES 2017 Lag Fix Guide | PDF | Graphics Processing Unit - Scribd
Master Your Career: A Deep Dive into PES 2017 Become a Legend Editors In the world of Pro Evolution Soccer 2017
, the Become a Legend (BAL) mode remains a fan favourite for its immersive "one-player" experience. However, the grind to reach a 100 overall rating can be grueling. This is where BAL editors come into play—free tools designed to bypass the grind and let you shape your legacy exactly how you want. What is a BAL Editor?
A BAL editor is a third-party software that modifies the game's save files to change player statistics, skills, and appearance beyond what the base game allows. These tools are essential for players looking to:
Instantly Boost Stats: Jump from a 69 rating to a world-class 99 overall without seasons of training.
Edit Skills and Playstyles: Add specific player skills like "Long Range Drive" or change your preferred playing style (e.g., from a Goal Poacher to a Prolific Winger).
Customise Physicals: Adjust height, weight, and even facial features that are often locked after the initial player creation. Top Free Editors for PES 2017
Several community-created tools have become the standard for editing PES 2017 files: THE START! | PES 2017 Become A Legend | Episode #1 Tools to edit PES 2017 BAL mode exist
The PES 2017 "Become a Legend" (BAL) editor tools are essential community-driven utilities designed to bypass the grind of the career mode by allowing direct manipulation of your created player's stats and abilities. Because the game's official edit files are encrypted, these free tools act as decryptors and editors to unlock hidden potential. Core Features & Functionality
Attribute Modification: Instantly increase your player's overall rating (OVR) from a starter (typically around 69) to the maximum 99 or 100.
Skill & Style Editing: Force-unlock specific playing styles (like "Fox in the Box") or special skills that normally take seasons of training to acquire.
Transfer Management: Manually move your BAL character to specific clubs like Manchester United or Barcelona without waiting for a transfer offer.
Save File Decryption: Most free editors include or require a "pesXdecrypter" to make the EDIT00000000 file readable by the editing software. Recommended Tools
Based on community consensus from Evo-Web and Rigged Wiki, these are the most reliable free options:
PES17 Editor: Features a familiar user interface modeled after newer "Next-Gen" editors, specifically designed for PES 2017 files.
4ccEditor: A versatile tool that supports multiple PES versions (2016–2021) and allows porting your character or team between different game entries.
Erjogc Editor: Highly recommended for deeper aesthetic changes and detailed stat adjustments. The Verdict: Pros & Cons PES 2017 Become a Legend - Road to 100 Overall #1
Would you like a ready-to-publish blog post of ~800 words with headings and step-by-step screenshots placeholders?
[Invoking RelatedSearchTerms for helpful search suggestions.]
Enhance your "Become a Legend" (BAL) experience in PES 2017 with these free tools and methods to customise your player’s career. Whether you want to boost stats, change your starting year, or manage transfers, several community-developed options are available. Essential Free BAL Editors and Tools
PES 2017 Editor Tool: This versatile tool allows you to modify the internal database and make your own transfers for a fresh BAL experience.
Cheat Engine (CE): A popular choice for real-time attribute editing. You can use it to hack focus and training points or boost your player to a 99 overall rating almost instantly.
ML/BAL Starting Year Changer: A specific utility designed to let you input new starting years for your career mode, providing more control over your player's timeline.
4ccEditor: A multi-version tool that works with the PES 2017 EDIT00000000 file, enabling you to adjust aesthetic settings and port teams. How to Use an Editor with Your Save File
Most external editors require you to locate your specific save data to apply changes. Would you like a ready-to-publish blog post of
Locate the Edit File: Find the EDIT00000000 file in your PC's documents folder, typically under Documents\KONAMI\Pro Evolution Soccer 2017\save.
Backup Your Data: Always create a copy of your save file before using any third-party editor to prevent data loss.
Apply Modifications: Open the editor, load the edit file, and change your desired player stats or skills.
Save and Replace: After editing, save the file and replace the original in your Konami folder. Tips for a Better BAL Experience
Custom Training: If you prefer not to use external tools, you can manually adjust training points within the game menu to prioritise specific skills like speed or dribbling at the cost of others.
League Difficulty: To keep your career challenging, consider setting different difficulty levels for different leagues (e.g., Legend for the Premier League, Top Player for Ligue 1).
Position Requests: If you're unhappy with your role, you can request a position change through the manager menu to play where you're most effective.
Do you need help locating a specific download link for one of these tools or a step-by-step tutorial for Cheat Engine? How to change player stats and skills | PES 2017 ML & BL
12 Mar 2017 — How to change player stats and skills | PES 2017 ML & BL YouTube·Ceyhun Süleymanov PES 2017 BECOME A LEGEND "BAL"
This tool is designed for both Master League and Become a Legend. It is slightly more complex but extremely powerful. Its free version supports:
You will see several tabs:
Pro tip: Don’t max every stat to 127 instantly—your player will feel unrealistic and the game may become boring. Instead, boost from 70 to 85 for a balanced but improved experience.
Finding a "free BAL PES 2017 Editor" requires distinguishing between two needs:
Both methods are free, but require caution and backups to ensure your gaming experience isn't ruined by corrupted files.
Unlocking the Power of BAL PES 2017 Editor: A Comprehensive Guide to Free Editing
The world of sports gaming has witnessed tremendous growth over the years, with football being one of the most popular sports in the industry. One game that has consistently stood out in this genre is the Pro Evolution Soccer (PES) series, now known as eFootball. Among its many installments, PES 2017, or Pro Evolution Soccer 2017, remains a favorite among gamers and football enthusiasts alike. A key feature that sets PES 2017 apart from other games in the series is its robust editing capabilities, courtesy of the BAL PES 2017 Editor.
The BAL PES 2017 Editor is a tool that allows users to modify various aspects of the game, ranging from player stats and team compositions to more intricate details like player faces and stadium designs. For those looking to enhance their PES 2017 experience without spending a dime, the BAL PES 2017 Editor free version is an invaluable resource. In this article, we'll dive deep into what the BAL PES 2017 Editor offers, how to use it, and where to find it for free.
You can add any other libraries (e.g.: SDL2_gfx, freetype, gettext, gmp...) using commands like:
mkdir cross-android/ && cd cross-android/
../configure --host=arm-linux-androideabi --prefix=$NDK_STANDALONE/sysroot/usr \
--with-some-option --enable-another-option \
--disable-shared
make -j$(nproc)
make installStatic builds (--disable-shared) are recommended for simplicity (no additional .so to declare).
(FIXME: is there an SDL3_gfx?)
Example with SDL2_gfx:
VERSION=1.0.3
wget http://www.ferzkopp.net/Software/SDL2_gfx/SDL2_gfx-$VERSION.tar.gz
tar xf SDL2_gfx-$VERSION.tar.gz
mv SDL2_gfx-$VERSION/ SDL2_gfx/
cd SDL2_gfx/
mkdir cross-android/ && cd cross-android/
../configure --host=arm-linux-androideabi --prefix=$NDK_STANDALONE/sysroot/usr \
--disable-shared --disable-mmx
make -j$(nproc)
make installYou can compile YOUR application using this technique, with some more steps to tell Android how to run it using JNI.
First, prepare an Android project:
/usr/src/SDL3/android-project skeleton as explained in README-android.md. You can leave it as-is in a first step.mkdir -p libs/armeabi/
for i in /usr/src/SDL3/build/org.libsdl/libs/armeabi/*; do ln -nfs $i libs/armeabi/; doneMake your project Android-aware:
/usr/src/SDL3/src/main/android/SDL_android_main.c in your project (comment out the line referencing "SDL_internal.h"). Compile it as C (not C++).configure.ac, detect Android:AM_CONDITIONAL(ANDROID, test "$host" = "arm-unknown-linux-androideabi")Makefile.am, tell Automake you'll build executables as libraries, using something like:if ANDROID
<!-- Build .so JNI libs rather than executables -->
AM_CFLAGS = -fPIC
AM_LDFLAGS += -shared
COMMON_OBJS += SDL_android_main.c
endifPATH=$NDK_STANDALONE/bin:$PATH
mkdir cross-android/ && cd cross-android/
../configure --host=arm-linux-androideabi \
--prefix=/android-aint-posix \
--with-your-option --enable-your-other-option ...
makearmeabi-v7a and document what devices support it); something like:mkdir cross-android-v7a/ && cd cross-android-v7a/
# .o: -march=armv5te -mtune=xscale -msoft-float -mthumb => -march=armv7-a -mfpu=vfpv3-d16 -mfloat-abi=softfp -mthumb
# .so: -march=armv7-a -Wl,--fix-cortex-a8
CFLAGS="-g -O2 -march=armv7-a -mfpu=vfpv3-d16 -mfloat-abi=softfp -mthumb" LFDLAGS="-march=armv7-a -Wl,--fix-cortex-a8" \
../configure --host=arm-linux-androideabi \
...Now you can install your pre-built binaries and build the Android project:
android-project/libs/armeabi/libmain.so..apk:android update project --name your_app --path . --target android-XX
ant debug
ant installdadb shell am start -a android.intenon.MAIN -n org.libsdl.app/org.libsdl.app.SDLActivity # replace with your app package(Work In Progress)
You can use our Android GCC toolchain using a simple toolchain file:
# CMake toolchain file
SET(CMAKE_SYSTEM_NAME Linux) # Tell CMake we're cross-compiling
include(CMakeForceCompiler)
# Prefix detection only works with compiler id "GNU"
CMAKE_FORCE_C_COMPILER(arm-linux-androideabi-gcc GNU)
SET(ANDROID TRUE)You then call CMake like this:
PATH=$NDK_STANDALONE/bin:$PATH
cmake \
-D CMAKE_TOOLCHAIN_FILE=../android_toolchain.cmake \
...If ant installd categorically refuses to install with Failure [INSTALL_FAILED_INSUFFICIENT_STORAGE], even if you have free local storage, that may mean anything. Check logcat first:
adb logcatIf the error logs are not helpful (likely ;')) try locating all past traces of the application:
find / -name "org...."and remove them all.
If the problem persists, you may try installing on the SD card:
adb install -s bin/app-debug.apkIf you get in your logcat:
SDL: Couldn't locate Java callbacks, check that they're named and typed correctly
this probably means your SDLActivity.java is out-of-sync with your libSDL3.so.