19 | Devdata Dat Fifa 09
Building on the foundations laid by DB Master, the series (CM 09, CM 10, CM 11, etc.) offered an even more integrated modding experience. This tool not only allowed database editing but also managed the import of graphic files (kits, faces, logos, adboards) and audio.
If direct editing is not preferred, you can use to emulate DirectInput, or utilize Steam Input by adding the game to your Steam library to manage controller remapping. Share public link
This new engine brought stunning graphics but also fundamentally changed how the game’s files were structured. The old method of simply editing plain-text .ini or .lua files in an extracted data folder was no longer possible.
Before the era of seamless plug-and-play controllers, many generic or off-brand gamepads were not natively recognized by FIFA. When a player opened the control settings and saw buttons labeled "Empty" instead of functions like "Sprint" or "Through Ball," it was a sign that their controller was not supported. The solution was manual: editing the devdata.dat file.
You try to pull off a step-over or heel-to-heel flick, and absolutely nothing happens.
: Used to enable Right Analog Stick functionality for skill moves.
Open the respective game folder (e.g., Documents\FIFA 09\user\ ).
: In modern versions like FIFA 19 , configuration is typically handled via the buttonData.ini or through external tools like the FIFA 19 Cheat Table and Mod Manager .
Older PC titles, specifically from the era of FIFA 09 through FIFA 13, relied heavily on DirectInput. The game looked for a specific database file—named devdata.dat —to cross-reference your specific hardware string (e.g., PC TWIN SHOCK or Logitech Dual Action ) with a hardcoded list of button layouts.
⚠️ : Always back up both copies before making any changes. One German guide warns: “am besten erst sichern” (better back up first) when deleting or replacing DevData.dat .
Save the file and change its file properties to to prevent FIFA from overwriting your custom changes on startup. Method 3: Utilizing Modern XInput Emulators