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Retro Roster Patcher

Patch real-world sports rosters into retro game ROMs.

CI Python 3.11 | 3.12 | 3.13 MIT

Retro sports games shipped with the rosters of their release year and no way to change them. This tool fetches a squad from a live sports API, maps each player onto the attribute scale the game actually stores, and writes the result into the binary team tables of a ROM you already own — so a 1994 cartridge lines up with a 2025 season.

Game --game Platform Sport Providers
International Superstar Soccer (SNES) iss-snes snes soccer espn
Ken Griffey Jr. Presents MLB (SNES) kgj-mlb-snes snes baseball espn
MVP Baseball (PSP) mvp-psp psp baseball espn
NBA Live 95 (Genesis) nbalive95-genesis genesis basketball espn
NHL 2005 (PS2) nhl05-ps2 ps2 hockey espn, nhl
NHL 07 (PSP) nhl07-psp psp hockey espn, nhl
NHL 94 (Genesis) nhl94-genesis genesis hockey espn, nhl
NHL 94 (SNES) nhl94-snes snes hockey espn, nhl
PES 2013 (PS2) pes2013-ps2 ps2 soccer espn
Winning Eleven 2002 we2002 psx soccer espn

Every provider is keyless: no credential to supply, and no flag or environment variable for one. WE2002 also gets its menus translated out of Japanese as part of the same run.

This project ships no game data. It patches a ROM or ISO you supply, and never redistributes one. The tests build synthetic images byte by byte rather than committing a real dump.

Zero runtime dependencies — the standard library only, so it drops into an embedded or sandboxed interpreter with no wheel to build. Usable as a library or as a CLI, and the CLI speaks newline-delimited JSON so another process can drive it. It was extracted from a pygame launcher for exactly that reason; a Flutter app over embedded CPython is the other consumer.

Patch without code: Retro Toolbox

Retro Toolbox is the app for this library, a graphical way to patch a game with no code and no terminal. Pick the game, the league and the season, check or edit the teams, choose the screen art, and it writes the patched ROM. It finds the game file already on your device, works with a gamepad, and runs on Android, macOS, Windows and Linux handhelds. Get it from its releases or website.

Install

pip install retro-roster-patcher

Quick start

retro-roster list
retro-roster analyze --rom nhl94.bin
retro-roster fetch --game nhl94-genesis --provider nhl --season 2025 --out rosters.json
retro-roster patch --game nhl94-genesis --rom nhl94.bin --out nhl94-2025.bin --rosters rosters.json
retro-roster images --game we2002 --rom we2002.bin --out art/

fetch and patch are separate verbs so you can inspect — or hand-edit — rosters.json before anything touches a ROM. patch --season N does both in one run instead.

Command line

Five verbs: list, analyze, fetch, patch, images. req below means the verb refuses to run without the flag, yes means it accepts it, - means it does not.

Flag list analyze fetch patch images Meaning
--help yes yes yes yes yes usage for that verb
--json yes yes yes yes yes newline-delimited JSON on stdout instead of human text
--game - yes req req req patcher id from the table above
--rom - req - req req input ROM or ISO
--out - - yes req req where to write the rosters file / the patched ROM
--season - - req yes - season year, e.g. 2025
--rosters - - - yes - patch from a fetch file instead of --season
--slot-map - - - yes - JSON list of slot mappings
--language - - - yes - menu language, for a game that ships translations
--no-logos - - - yes - draw no team logos: by default we2002 and iss-snes draw each team's logo as its flag and pes2013-ps2 as its crest; with this flag a team keeps the striped (we2002) or two-band (iss-snes) flag, and pes2013-ps2 the disc's crests
--blank-unused - - - yes - we2002, iss-snes and pes2013-ps2: empty the name and flag (crest) of every slot the slot map leaves out; iss-snes blanks its player names too
--image - - - yes - SLOT=PNG, repeatable: replace a screen's art (we2002: title, menu, boot; pes2013-ps2 and nhl07-psp: see the per-game table)
--provider - - yes yes - data provider, when the game offers more than one
--league-id - - yes yes - provider league id
--cache-dir - yes yes yes yes where caches and generated assets live
--assets-dir - - yes yes - directory of user-supplied assets, read only

--json and --help are accepted on either side of the verb. analyze without --game probes every registered patcher and reports the ones that recognise the file. patch needs exactly one of --season and --rosters; both, or neither, is a usage error.

What each game requires

Game Requires
iss-snes --league-id for fetch and for patch --season — there is no default league. --slot-map for every patch: the ROM's 27 slots are national teams and the data is a club league, so there is nothing to match them by. An 8 Mbit (1 048 576-byte) SNES dump, headerless or with the 512-byte copier header. Two different checks, on purpose: patch refuses only a file too short to hold the 297 600 bytes this patcher writes, because that one provably cannot be patched, while analyze additionally reports is_valid: false unless the file clears the 1 MB floor and all 27 entries of each of three pointer tables — selection-screen names, in-game name tiles and team descriptions — dereference to something the writer could use. That second check is a guess about content, so it never blocks a patch the user asked for by name. Run on the retail cartridge in Mesen 2: the patched ROM boots, and the team screen shows the new names and eleven. The eleven is the team's most frequent starters over its last few matches on ESPN, placed into the game's 4-4-2 slots (a front three sends its third forward to midfield); places the lineup leaves open go to the season's most frequent starters, so a player with no starts never takes a place from one with starts. Surnames shared within a team are told apart (G.Silva, L.Silva, or first names). Each player's nine abilities (three speeds, kick power, shooting, technique, stamina, defense, offense) are written where the game reads them, scaled into the ranges the original players use; speed comes from position and age, because ESPN measures no pace. Shirt numbers are unique 1-15 per team. The ability layout was checked in Mesen 2 against the four bars of the pre-match Substituting screen. Each team's crest (its ESPN logo, or logos/<team_id>.png under --assets-dir) becomes its flag, 24×16 pixels in four colours on white, wherever the game shows a flag: team select, the cup's group table, the league's fixtures, Substituting, the VS banner and the match scoreboard (seen in Mesen 2). At that size fine lines and lettering are lost. All 27 flags share 2 688 bytes; when the crests do not fit, the largest crest that saves bytes by losing a colour loses one, down to two, and only when none can does the largest fall back to the two-band flag in the team's colours. Each of those is reported as a status line, and then the number of crests drawn. A team without a logo gets the two-band flag, and so does every team with --no-logos. The flag's first palette entry is also the colour of the team's shirt numbers on both kits (seen in Mesen 2), so it holds a colour that reads on every shade of both shirts: the crest's own when it stands out enough (by brightness first, then red-green hue), else the best of the crest's colours and red, yellow, blue, white, black and grey, with a near tie going to the brighter contrast. A crest without that colour gives up the one it misses least, and the flag's other colours take whichever order of the next three entries compresses smallest. Under budget pressure a crest loses colours one at a time, and only a crest that can lose no more falls back; with real crests nothing falls back, but two-colour crests far from the number colour can, on some kits. A team that keeps the cartridge's flag but gets new kits has that flag redrawn the same way. Eight teams (Holland, England, Denmark, Norway, Ireland, Belgium, Austria, Russia) borrowed a partner's flag on the team-select and table screens; each now has one of its own there, in OBJ tiles those screens leave unused. Every mapped team gets home and away kits in colours and a chest design from its pattern (see Kits). --blank-unused empties every slot the slot map leaves out: no name on the team-select screen, in its description or on the in-game name tiles, a transparent flag and blank player names; its kit and abilities stay, and it can still be picked and played (seen in Mesen 2 on team select, the International Cup group table, the World Series fixtures and through a match).
kgj-mlb-snes No --league-id, and it refuses --slot-map: it matches each team by its abbreviation. A 2 097 152-byte SNES dump, headerless or with the 512-byte copier header — exactly those two sizes and nothing between, the strictest size test of any game here. That number is the ported reader's own and has never been checked against a real cartridge, so if the game is not a 16 Mbit ROM it refuses every genuine dump. The team tables are located by searching the image for a 14-byte marker rather than at a fixed offset, which is what makes the header need no arithmetic. analyze reports is_valid: false when that marker is missing, and also when it matches within 25 280 bytes of the end of the file, because the 28 team blocks would then run off the end and every write would be silently dropped.
mvp-psp No --league-id, and it refuses --slot-map: it matches each team by its abbreviation. An uncompressed ISO 9660 disc image, and at least 686 122 913 bytes — database.big sits at a fixed sector 334 832 and runs for 386 977 bytes, so a shorter file does not contain the data at all. Two different checks, on purpose: patch refuses only a file that fails that arithmetic, because it provably cannot be patched, while analyze additionally reports is_valid: false unless the compressed section headers are where this game puts them and the disc's own team table carries at least one of MVP Baseball's 30 team ids. That second check is a guess about content, so it never blocks a patch the user asked for by name. A patch can still fail late, and loudly: each of the 19 database sections has a fixed allocation with no length word, so if a rebuilt table compresses larger than the one it replaces the run raises rather than silently keeping the original. Neither check has been run against a real disc.
nbalive95-genesis No --league-id, and it refuses --slot-map: it matches each team by its abbreviation. A 2 MB (2 097 152-byte) Genesis dump. analyze reports is_valid: false unless all 360 player pointers resolve, which rules out every file shorter than 2 064 604 bytes — the ported reader's own 1 572 864-byte floor accepts those and then silently patches nothing for the last twelve teams.
nhl05-ps2 No --league-id, and it refuses --slot-map: it matches each team by its abbreviation. An uncompressed ISO 9660 disc image. Two different checks, on purpose: patch refuses a file whose ISO 9660 directory places DB.VIV past the end of it, because a truncated archive silently decompresses short and would be written back to the disc corrupted, while analyze additionally reports is_valid: false unless DB.VIV is a BIGF archive holding an nhl2005.tdb that decompresses to a TDB. That second check is a guess about content, so it never blocks a patch the user asked for by name — patch reaches the same fact with a better message, naming the archive's actual file list. Patches the 30 NHL club slots; the two All-Star sides are left alone, so Seattle and Vegas are dropped rather than given a slot. Neither check has been run against a real disc.
nhl07-psp No --league-id, and it refuses --slot-map: it matches each team by its abbreviation. An uncompressed ISO 9660 disc image — a .cso, .zso, .jso or .dax is refused by name, with a message saying to decompress it, rather than reported as the wrong game. Two different checks, on purpose: patch refuses a file whose ISO 9660 directory places db.viv past the end of it, because a truncated archive silently decompresses short and would be written back to the disc corrupted, while analyze additionally reports is_valid: false unless db.viv is a BIGF archive holding an nhlbioatt.tdb that decompresses to a TDB. That second check is a guess about content, so it never blocks a patch the user asked for by name. Checked on a real disc (ULUS10131) and played in PPSSPP: ratings go in on the game's own 0-49 scale (shown as 50-99), weight as pounds above 150 and height as inches above 54. db.viv is written in place, or rebuilt compactly when a table outgrows its slot, and the game's cached copy of its directory (db.bh in PRELOAD/FAPT.VIV) is rewritten to match. Each written player's portrait in FE/PORTAPT.VIV gets the provider's head shot (NHL API or ESPN), or the game's own silhouette when there is none (needs the images extra; patch(portraits=False) keeps the disc's). Screen art slots boot, title, menu, logo, player, loading, league_badge, players_badge (images exports PNGs, --image writes every copy of a slot in place, with fewer colours when it would not fit). patch(texts={id: text}) replaces front-end strings by id; none by default, so EA's copyright notice on the title stays as the disc has it (its field holds only those two lines). Known gaps: the All-Star slots (Seattle, Vegas) share bio records with NHL players, and salaries and career stats stay the previous player's.
nhl94-genesis No --league-id. It refuses --slot-map: it matches each team by its three-letter code.
nhl94-snes No --league-id, and it refuses --slot-map for the same reason as its Genesis sibling. An 8 Mbit (1 048 576-byte) dump, headerless or with the 512-byte copier header. analyze reports is_valid: false for a file whose 28 team blocks it cannot find, which includes every file too short to hold the pointer table 927 207 bytes in.
pes2013-ps2 --league-id for fetch and for patch --season — there is no default league. --slot-map for every patch: the 139 club slots are named after the game's own clubs (licensed or not), and analyze lists them so a league can be laid over any of them. An uncompressed ISO 9660 disc image of the US release (SLUS_219.55); analyze reports is_valid: false unless the boot file, 0_TEXT.AFS and OVER.AFS are all in the root directory. A patched club gets its name and three-letter code in every language overlay, its ESPN logo, or assets_dir/logos/<team_id>.png when the patcher was built with an assets_dir, drawn as its crest (64x64 and 32x32 atlases, each drawn through one palette shared with the flags, so the flags are redrawn through the new palette too; --no-logos keeps the originals), and the names and shirt numbers of the players its squad already points at: the eleven who started most of the team's last five matches on ESPN come first, each taking the lineup place whose record holds the position he started in (the first eleven places are the club's formation), then the bench by position group, and the record's abilities are left as they were. The display name is the full name when it fits 15 characters, the shirt name the surname, as on the disc. The league itself is renamed and gets its ESPN logo on the team-select screen for every slot group (England 0-19, France 20-39, Italy 40-59, Netherlands 60-77, Spain 78-97) that received a team (the names are found relative to the untouched "Ligue 1" string, so patch an original disc, not a patched one). National teams are slots 1000 and up (analyze lists the 67 named ones; national_slot_map pairs them with league 2021, international friendlies, by code then name); a national squad only takes over records no club squad shares, so it may fill fewer than 23 places. Several leagues go in at once by merging their MappedRosters (a.merge(b)). --blank-unused empties the name, code and crest of every club the mapping left out, the name and icon of every league group without a team, and the name of every national team left out (clubs only when clubs were mapped, nationals only when nationals were). Kits: every mapped club and national team gets home and away kits drawn from colours (retro_roster_patcher.core.kits.KitSpec: shirt, secondary, pattern, shorts, socks, sleeves), by default plain kits in the provider's two team colours; patch(kits={slot: {"home": spec, "away": spec}}) overrides a slot, a spec being a KitSpec, its dict or {"image": png} (a picture of the kit, read for its colours and pattern by kit_from_image; a 512x256 picture for a team with a licensed kit is instead painted into that kit's texture package, re-encrypted, and the kit stays licensed; {"template": n} is refused, the disc has no jersey designs to pick from), and kits=False keeps the disc's. The disc's shirt template draws vertical stripes and contrasting sleeves, so stripes, pinstripes and hoops become stripes and halves, sash and chevron plain shirts with contrasting sleeves; a kit so written is parametric, drawn from the colours even for a club whose shirt was a licensed texture. Club slots 130 and up have no kit record. Screen art slots title, menu, loading, match are UI textures (images exports PNGs, --image writes them with their own 256-colour palette). A rebuilt entry may run into the sector padding after it but never changes its size field, because the game hangs at boot when an entry's size changes — checked on a real disc in PCSX2. Real names compress worse than the disc's, so when the player entries outgrow that room the records no squad points at are blanked (names and abilities) and the national squads take fewer of them.
we2002 --league-id for fetch and for patch --season — there is no default league, and without one both fail with CapabilityError before any request goes out. Patch an original disc: the community English translation writes absolute offsets, so on another dump or a disc patched before (its screen files were rebuilt) it would corrupt the menu art; the patcher notices (the screen files no longer parse), restores the output from the input and reports the translation as skipped. --slot-map for every patch: the ROM's team slots are unnamed, so there is nothing to match teams against. Kits: every mapped team gets home and away kits drawn from colours (retro_roster_patcher.core.kits.KitSpec: shirt, secondary, pattern, shorts, socks, sleeves), by default plain kits in the provider's two team colours, painted into the team's 3D kit texture (TEX_nn.BIN) and its 2D team-select preview; patch(kits={slot: {"home": kit, "away": kit}}) overrides a slot, a kit being a KitSpec, its dict, {"image": png} (the picture itself is mapped onto the texture: chest, sleeves, shorts, socks) or {"template": n} (one of the disc's 95 jersey designs, which kit_templates lists with a preview of each), and kits=False leaves the textures and previews as the disc has them. A spec or picture is painted over a plain white template (Classic England, or the design named) so the texture keeps its folds and seams: stripes are 4 px bands running on across the front, sides and sleeves, pinstripes a 1 px line every 4, hoops 4 px bands down each piece, halves the right half of the front with the right sleeve and side, sash a diagonal band across the front, chevron a V across the chest and sleeves contrasting sleeves; the collar always takes the contrast colour, the goalkeeper's half of the page and the number font keep their colours, and a file is held under the 36 864 bytes the game loads of it. Needs Pillow; without it a slot takes the whole texture of the team whose shirt colour is nearest, as before.

League ids are the provider's own. ESPN's soccer ids run from 2001 (Premier League) through 2016, in sports.espn.ESPN_LEAGUES. An id the chosen provider does not know is reported as ApiError: League N not found.

A slot map is a JSON array of {"slot_index", "team_id", "team_name"} objects, which is what SlotMapping.to_dict() produces:

import json
from pathlib import Path

from retro_roster_patcher import SlotMapping

mappings = [
    SlotMapping(slot_index=0, team_id=359, team_name="Arsenal"),
    SlotMapping(slot_index=1, team_id=364, team_name="Liverpool"),
]
Path("slot-map.json").write_text(json.dumps([m.to_dict() for m in mappings], indent=2))

Translations and user assets

--language is honoured by games that ship translations — we2002 takes en, es, fr and pt — and is a usage error on a game that does not, rather than a flag silently dropped.

--assets-dir is a directory the tool only ever reads. Its one use today is the community WE2002 menu translation w202-english.ppf, which this project does not redistribute: drop that file in and its menu records are merged into whichever language PPF --language selected. Without it the roster patch still applies and the menus stay Japanese.

Team logos

we2002 draws every mapped team's logo where the game draws its flag: the team-select grid, the small flag beside the selected team, and the large flag of the match intro and scoreboard. The logo is the one the provider publishes for the team (ESPN's Team.logo_url), downloaded once into --cache-dir and rendered with Pillow, so this needs the images extra:

pip install "retro-roster-patcher[images]"

Without Pillow the roster patch still applies and the flags stay the striped default, with one status line saying so. --no-logos turns the logos off on purpose. --blank-unused deals with the slots a league does not fill: every national and Master League slot outside the slot map gets an empty name, a black kit and a fully transparent flag, so the menus show the mapped teams and blank entries rather than the 2002 squads. To use your own image for a team, put a PNG at <assets-dir>/logos/<team_id>.png (ESPN's team id, the one in the slot map) and pass --assets-dir; it wins over the download.

How it works, and the limits that follow. A WE2002 flag is a style byte per team (one of 61 shapes drawn as 4bpp bitmaps) plus a 16-colour palette per team, so each logo needs a style of its own: the patcher picks styles no untouched team uses first, then the least-used ones, and 53 styles exist, so a league of more than 53 teams leaves the rest striped. Fifteen opaque colours and a transparent background is what a style holds, which is what the logo is reduced to: fourteen of its own colours plus white, because the copies of the atlas in the stadium files (the sideline and crowd flags a match draws) get the logo on a white ground, where the menu copies keep it on transparency. Master League slot 22 draws through slot 10's palette and keeps the striped flag. The bitmaps live LZSS-compressed in the team select, match HUD, editor and stadium data files; those are re-encoded, and one that no longer fits grows into the free sectors after it, with the executable's own file table raised to match. The rewritten sectors carry fresh EDC checksums but not recomputed ECC, as with the jersey textures.

Screen art

we2002 can also swap the art of three screens for your own PNGs. Each is a slot: the texture page the game draws that screen from, with the pieces laid out exactly as the game keeps them, so the first step is to export what is there now and paint over it:

retro-roster images --game we2002 --rom we2002.bin --out art/

That writes art/title.png (the title logo, the ball and the credits), art/menu.png (the main menu's ball, "Winning Eleven" banner, "2002" and glow) and art/boot.png (the KONAMI logo and the JFA licence screen). Edit a file in place, keeping its size, and hand it back on the next patch, either as --image menu=art/menu.png (repeatable) or by leaving it at <assets-dir>/images/<slot>.png. Each piece is reduced to its palette's colour budget, 15 colours for the 4bpp title and menu, 255 for the 8bpp boot logos, plus transparency, and the palette records are rewritten with it. The menu ball's reflection is cleared whenever a menu image is given. The sky of the title screen and the dark field behind the main menu are not textures and stay as they are. Needs Pillow, like the logos.

Kits

we2002 draws every mapped team's home and away kits, the same kits contract as pes2013-ps2 (see the library section): the default kits by default (below), a KitSpec, a picture or a template per slot on request, kits=False to leave the disc's. Each team owns a 3D texture file (TEX_nn.BIN, 0-62 the national teams, 63-94 the Master League) holding the home and away kit pages and their palettes, and the game composes the shirt, shorts and socks from rectangles of that page. A spec is painted into those rectangles over the art of a plain white template, each pixel's brightness kept, so the shirt keeps its folds; a picture is mapped onto them (its upper middle on the chest, its sides on the sleeves, its lower part on the shorts and socks); a template copies one of the 95 designs as drawn, previews of which kit_templates(rom_path) returns as 96x128 PNGs. To paint the texture itself, kit_page_png(rom_path, slot, which) returns the slot's 128x256 page as a PNG (the regions outlined and labelled in red unless guides=False; template=n reads a design instead), and a 128x256 PNG handed back as {"image": png} is written as the page: opaque pixels of the outfield half replace the art, transparent ones keep it, so leave the guides out of what you upload. kit_preview_png(rom_path, slot, which, choice) shows any such choice as a 96x128 kit photo before it is written (choice=None for the kit as it is). The goalkeeper shares the page through a palette of its own and is left alone, as are the shirt numbers. The 2D team-select preview is a 16-colour sprite palette, written from the same colours (striped kits put the contrast colour on the collar and shoulder zones). Needs Pillow; without it each slot takes the whole texture of the shipped team whose shirt colour is nearest, which is all earlier versions did.

iss-snes takes the same kits contract within what the cartridge holds. Every team draws the same player tiles, so a kit is colours: the shirt in three shades (body and sleeves alike), the shorts in three and the socks in two, for home and away; the goalkeeper keeps the fixed green kit. The one drawing a team owns is an 8x8 chest design in eight poses, drawn in its flag colours (palette entries 12-15, entry 12 being the shirt numbers), so it is the same on both shirts and only the home kit's pattern counts. A KitSpec's pattern borrows the nearest of the cartridge's own designs, nothing new is drawn: stripes and pinstripes take Argentina's stripes, hoops, sash and chevron Germany's chest band, and plain, halves and sleeves a blank chest (contrasting sleeves and whole-shirt patterns cannot be drawn). The design shows in the crest's colours, or the two-band flag's without a crest: the flag's last three palette entries are reordered so the design takes the crest colour nearest the spec's secondary (Argentina's stripes on a template take the crest colour nearest sky blue), which on a crest without such a colour can be far from it, and a design in entry 12 (Brazil's badge) is drawn in the shirt-number colour. A patched team without a pattern gets a blank chest, never the old nation's design. {"template": n} copies one of the 26 national kits, numbered by slot (kit_templates previews each), its chest design included, as the retail cartridge has it even when the image was patched before; {"image": png} is read with kit_from_image. The byte that decides which team changes kit when two look alike is set from the home shirt (a template's is copied); black and grey shirts get values of their own, so black meets red without a change. kit_preview_png(rom_path, slot, which, choice, home) draws the pre-match Team Colors player from the cartridge's own tiles as a 96x144 PNG; for a kit as written it matches Mesen 2 pixel for pixel, for a choice not yet written the chest shows the colours the patch asks of the crest, and an away preview takes its chest design from home, the team's home kit. kits=False keeps the cartridge's kits and chest designs. Pictures and previews need Pillow.

Default kits and the kit catalogue

Every soccer patcher starts a team from core.kits.default_kits(team). For a club in the packaged catalogue, src/retro_roster_patcher/data/kit_catalog.json, that is the club's real home and away kit (Flamengo in red and black hoops, Juventus in black and white stripes, Feyenoord in red and white halves); for any other team, plain kits in the provider's two colours. The catalogue holds the footballdatabase.com world ranking's top 100 clubs and every Brasileirao Serie A club, read from each club's English Wikipedia kit fields for the 2026-27 season and checked by eye against Wikipedia's kit drawings. It is plain JSON so other programs can use it: clubs is a list of {name, country, espn_id, names, wikipedia, ranking, home, away}, the kits as KitSpec dicts (shirt, secondary, pattern, shorts, socks, sleeves, colours #rrggbb). A club with an espn_id is matched by that id only, so a namesake elsewhere never takes its kit; one without (a league ESPN does not carry) is matched by name. tools/kit_catalog/ rebuilds it. Kit colours derived from Wikipedia, CC BY-SA 4.0, Wikipedia contributors.

Library

Everything the CLI does is a call on a Patcher. list_patchers() describes what is registered without instantiating anything:

from retro_roster_patcher import list_patchers

for info in list_patchers():
    print(info.game_id, info.platform, info.sport, info.providers)

get_patcher(game_id) returns the class; you construct it. The four methods are analyze_rom, fetch, map_rosters and patch, in that order — fetch and map_rosters are split from patch so a caller can preview, cache or edit between them without repeating the network step. The block below is not executed by the test suite: it needs a provider and a ROM.

from pathlib import Path

from retro_roster_patcher import RetroRosterError, get_patcher

patcher = get_patcher("nhl94-genesis")(
    cache_dir=Path("~/.cache/retro-roster-patcher").expanduser(),
    provider="nhl",
)
try:
    data = patcher.fetch(season=2025)
    rosters = patcher.map_rosters(data)
    result = patcher.patch(
        rom_path=Path("nhl94.bin"),
        output_path=Path("nhl94-2025.bin"),
        rosters=rosters,
    )
except RetroRosterError as exc:
    raise SystemExit(f"{type(exc).__name__}: {exc}") from exc

print(result.output_path, result.teams_patched, result.players_patched)

RetroRosterError heads the hierarchy, so one except catches everything this library reports, including the filesystem errors it converts at its boundaries. Catch a subclass when you want to react differently: RomError, ApiError, MappingError, CapabilityError, StorageError, MissingAssetError. Constructors take optional on_status and on_partial callbacks and fetch/patch take on_progress; the CLI wires those to the events below.

league_data_to_dict and league_data_from_dict are the round trip behind fetch --out / patch --rosters, so a consumer can hold rosters in its own store.

A game whose patcher has supports_kits takes a kits option on patch: absent or True draws every mapped team's home and away kits from its colours (default_kits: plain kits in the provider's two team colours), False keeps the ROM's, and a dict {slot: {"home": kit, "away": kit}} overrides a slot, where a kit is a KitSpec, its dict, {"image": png} (a picture of the kit, bytes or a path; a game that cannot take the picture reads a KitSpec off it with kit_from_image), {"template": n} (one of the game's own jersey designs, listed by the patcher's kit_templates) or None for the default. render_kit draws a KitSpec as a PNG to preview it. slot_groups (name, first slot, count), supports_nationals and national_slot_base describe a game's slot layout for a picker.

Root exports

from retro_roster_patcher import ...

  • Errors: RetroRosterError, ApiError, CapabilityError, MappingError, MissingAssetError, RomError, StorageError
  • Registry: Patcher, PatcherInfo, get_patcher, list_patchers, register
  • Game-side models: MappedRosters, PatchResult, RomInfo, RomSlot, SlotMapping
  • Sports models: League, LeagueData, Player, PlayerStats, Team, TeamRoster
  • Serialisation: league_data_from_dict, league_data_to_dict
  • Finding a ROM on disk: RomFinder, RomFinderConfig, RomFinderResult
  • Kits: KitSpec, KitTemplate, PATTERNS, default_kits, kit_from_image, render_kit
  • Also: Transport, __version__

from retro_roster_patcher.sports import ...

  • Clients: EspnClient, NhlApiClient, Transport, team_colors
  • Models: League, LeagueData, Player, PlayerStats, Team, TeamRoster

The --json protocol

With --json, stdout carries protocol and nothing else: one JSON object per line, flushed per line. Human logs and progress go to stderr. This is the surface the pygame launcher and the Flutter bridge code against.

Events

Every line has an event key.

event Other keys Emitted
status msg when a step begins
progress pct (0.0-1.0), msg during a fetch or a patch
partial data for an intermediate payload worth rendering before the end
result ok (always true), kind, plus the payload's own keys on success, as the last line
error type (the exception class name), msg on failure, as the last line
{"event":"status","msg":"Fetching NHL teams..."}
{"event":"progress","pct":0.42,"msg":"Fetching Boston Bruins..."}
{"kind":"patch","output_path":"nhl94-2025.bin","teams_patched":26,"players_patched":598,"event":"result","ok":true}

Guarantees a consumer may rely on:

  • Exactly one terminal line per run, result or error, and nothing after it.
  • status, progress and partial appear zero or more times, only before the terminal line. list and analyze emit the terminal line alone.
  • pct is clamped to [0.0, 1.0] and restarts at 0 for each phase, so it is not monotone across a whole patch --season run — that run fetches and then writes.
  • result sets event and ok last, so a payload carrying keys of those names cannot overwrite the two a consumer parses on.
  • fetch without --out emits the entire rosters payload as a partial before its result, because there is no file to point at.

Result payloads

The kind key says which payload a result carries.

kind Verb Payload keys
patchers list patchers[], each game_id, platform, sport, requires_slot_mapping, providers[]
rom_info analyze matches[], each path, size, game_id, is_valid, slots[], extra
rosters fetch league, season, teams, players, output_path
patch patch output_path, teams_patched, players_patched
images images paths[], the PNG files written

Exit codes

Exit Meaning On the stream
0 success a result line
1 a typed error, an interrupt, or a bug in this library an error line
2 usage error an error line, unless argparse rejected the argv itself

A consumer that only reads the exit code still learns whether to look at stdout. Two edges are worth knowing. When argparse rejects the argv — an unknown verb, a missing required flag — it prints usage as plain text on stderr and exits 2 without writing any JSON, because no renderer has been chosen yet. And an untyped exception is a bug in this project rather than something you can act on: the error line is written and then the exception is re-raised unchanged, so a Python traceback follows on stderr and the exit status is CPython's.

How a player becomes a number

None of these games stores a rating anyone published. Every number below is this project's own arithmetic over a provider's season totals, and the three do it differently. Some attributes are measured; several are estimated from position and age, because no feed publishes them at all.

WE2002: ranked against the league, 1-9

Fifteen attributes per player. Ten are earned, five are always estimated.

The ten are grouped into categories — offensive, defensive, body balance, stamina, pass accuracy, shoot power, shoot accuracy, technique, dribble, aggression — each a small formula over PlayerStats fields (offensive is goals + 0.7 x assists + 0.3 x shots on target, and so on). Every player in the whole fetched league is pooled, the formula is evaluated for each, and a player's percentile is the share of the pool scoring strictly below him. That percentile becomes the rating: 95th and up is a 9, then 85 → 8, 70 → 7, 50 → 6, 35 → 5, 20 → 4, 10 → 3, 3 → 2, and the rest a 1. Position adjustments follow (a midfielder gains a point of passing, a goalkeeper is capped at 3 for shooting accuracy), then everything is clamped back into 1-9.

So a 9 means top 5% of the league you fetched, not top 5% of the world. Patch the Premier League and the Chilean Primera División from the same tool and the two ROMs are not on a common scale.

The five that are never measured — speed, acceleration, jump power, heading and curve — come from a position base nudged by age. A 24-year-old attacker is quick because attackers are quick and he is young, not because anyone timed him.

unsupplied, and why zero is not an answer. Every count on PlayerStats is declared int or float and is never None, so a consumer can do arithmetic without a guard. That leaves a provider which does not measure duels nowhere to say so except by writing 0 — and a zero reads as a measurement, ranking the player below everyone who was measured and padding the denominator for everyone who was. PlayerStats.unsupplied names the fields carrying filler rather than data. A player whose provider did not measure a category's inputs is dropped from that category's ranking entirely, and his rating comes from a position-and-age estimator instead of a percentile he was never in. ESPN, the only soccer provider here, reports no duels and no dribbles, which is why body balance, technique and dribble have estimators and the other seven categories do not.

A player with no stats at all, or with zero appearances, skips the percentiles and takes a position default adjusted for age: under 23 gains pace and stamina and loses technique; from 31 it goes the other way.

NHL94: measured against a fixed yardstick, 0-6

Twelve attributes on a 0-6 scale, and no league ranking anywhere. Each stat is scaled linearly inside a fixed window, so a 40-goal season is a 6 no matter what the rest of the league did:

Attribute From Window
Shot power, shot accuracy goals 0-40
Pass accuracy assists 0-55
Stick handling, offensive awareness points 0-90
Defensive awareness plus/minus -30 to +40
Roughness, aggression penalty minutes 0-80
Agility (goalies) save percentage .880-.930
Defensive awareness (goalies) goals against average 3.5 down to 2.0

A skater's speed, agility, checking and endurance are position defaults, with a single point of speed and agility added past 50 points; a goalie's are fixed constants, and only the two rows above are read off his stat line. Weight class is (pounds - 140) // 8, clamped to 0-14. A player the provider has no stats for gets the position defaults untouched.

NBA Live 95: scaled inside fixed windows, 25-99

Sixteen attributes. The scale the ROM stores is 0-99, but the mapper clamps to a floor of 25, so nothing this tool writes is ever rated below 25. Every input is a per-game average from ESPN's team-leaders endpoint, scaled linearly inside a window and clamped:

Attribute From Window
Field goals field-goal percentage .380-.550
Three-point three-point percentage .250-.420
Free throw free-throw percentage .600-.920
Stealing steals per game 0.3-2.0
Blocks blocks per game 0.1-2.5
Offensive rebounding offensive rebounds per game 0.3-3.5
Defensive rebounding defensive rebounds per game 1.0-9.0
Passing assists per game 1.0-10.0
Offensive awareness points per game 5.0-30.0
Defensive awareness 2 x steals + 1.5 x blocks + 0.5 x defensive rebounds 1.0-12.0
Quickness 2 x steals + 0.5 x assists 1.0-8.0
Jumping 2 x blocks, plus 5 if field-goal percentage is over .500 0.5-8.0
Dribbling 0.8 x assists + 2 x max(0, 2 - turnovers / assists) 1.0-10.0
Strength 0.8 x rebounds, plus 2 for a centre or power forward 1.0-10.0

The two attributes missing from that table, dunking and speed, are position constants with one bonus each: dunking starts at 35 for a point guard through 60 for a power forward and gains 10 above .520 shooting, and speed starts at 35 for a centre through 75 for a point guard and gains 8 above 1.2 steals a game. A player the provider has no stats for gets a whole row of position defaults and none of the windows above.

Height is always a position default — 6'2" at point guard through 6'11" at centre — because ESPN's roster response carries no height. Weight is ESPN's when it reports one. Experience is age minus 21, floored at zero. The roster is the top 12 by minutes played, two per position and then the best remaining.

Two fields are written but never derived, and both are inherited from the code this port came from. season_stats is 17 zeros for every patched player, which erases the 1994 season line the cartridge shipped with — ESPN's leaders endpoint publishes averages, not the games, minutes, makes and attempts those fields hold, so there is nothing honest to put there. Skin tone and hair style are written as 0 for everyone, so every patched player looks the same.

In short: WE2002 grades on a curve, NHL94 and NBA Live 95 against absolute yardsticks, and in all three the physical attributes are priors rather than measurements.

Limits

  • Past seasons are not historical squads, except on the nhl provider. ESPN's roster endpoints take no season parameter at all; they serve the current squad. --season 2003 against ESPN therefore returns today's players labelled 2003, and reports success. For nhl94-genesis, --provider nhl is the real answer: the NHL API serves squads back to 1993. For we2002 and nbalive95-genesis there is no second provider, so a past season is a present squad with a past label. (Per-player soccer statistics are fetched per season and are genuinely that season's, as are NBA team leaders; only the squad list is current.)
  • Four patchers, three sports. A fifth is a Patcher subclass and a @register line; see below.
  • No ROMs, no ISOs, no dumps. You supply the image.
  • The community WE2002 English menu PPF is not redistributed. See --assets-dir.

Adding a game

A patcher is a Patcher subclass decorated with @register. Its package is imported from retro_roster_patcher/__init__.py, at the bottom of the import block, so the decorator has run by the time anyone calls get_patcher. The registry is an in-tree dict, not entry points: every game here is first-party.

from retro_roster_patcher.core.patcher import Patcher
from retro_roster_patcher.core.registry import register


@register("mygame", platform="snes", sport="basketball", providers=("espn",))
class MyGamePatcher(Patcher):
    def analyze_rom(self, rom_path): ...
    def fetch(self, *, season, league_id=None, on_progress=None): ...
    def map_rosters(self, data, slot_mapping=None): ...
    def patch(self, *, rom_path, output_path, rosters, on_progress=None, **options): ...

register's keyword arguments become the capability record list reports and the CLI enforces. Set requires_slot_mapping=True if the ROM's team slots cannot be matched automatically; Patcher.check_slot_mapping then rejects both a missing mapping and an unwanted one.

Development

pip install -e ".[dev]"
pytest
ruff check . && ruff format --check .
mypy src tests

That test run reports 5 deselected: tests/test_packaging.py asserts the import came from an installed distribution, so it fails against the source tree by design. Running that file on its own selects nothing and exits 5. CI's wheel job selects it with -m packaging after installing a built wheel.

tests/test_readme.py pins this file against the code: the flag table against the argument parser, the exported names against __all__, the event and payload tables against the renderer and the command handlers, the games table against the registry, and every Python example against the interpreter. A claim here that stops being true fails the build.

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