9348b83374
Researched rather than guessed, after a guessed field crashed the client. VERIFIED: FUN_1800d8330 returns cardtype 9 for exactly 0x1e, 0x1f, 0x91..0x96, 0xe7..0xe9, 0xec; fcc_misccards' cardsubtype 231 anchors the 0xe7 block to misc, so badges/kits/stadia/balls/logos live in 0x1e, 0x1f and 0x91..0x96. VERIFIED, and it answers a question nobody had asked: the itemState enum at 0x180229d20 is WAITING_FOR_GAME, inGame, forSale, offered, activeBadge, activeHomeKit, activeAwayKit, activeBall, activeStadium, active. An EQUIPPED club item is the same item with itemState set, not a different subtype. 'free' is right for owned-but-not- equipped, which is what we already send. VERIFIED: club items have no category group table (consumables and staff both do), and the route is club?type= with SINGULAR names, observed live. STILL UNKNOWN and labelled so: which subtype means which family. Not in any of the 149 dumped tables, no group table, and cardtype 9 has no merge arm so a wrong value cannot announce itself. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VUT92pz6RWKih9dSr8ZpxW
450 lines
24 KiB
Markdown
450 lines
24 KiB
Markdown
# FIFA 17 FUT — Card System RE + Next-Steps Plan
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Status as of 2026-08-01. All clean-room (our own binaries + running client only).
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## ★ SOLVED: real player cards render offline
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A full 88-rated real squad (Ronaldo/Messi/Suárez/Ramos/Kroos/…) renders 100%
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offline. The definition FETCH turned out to be unnecessary — FIFA has all player
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identity data locally in `dbdata.dll`. **The CLUB-SEARCH / ADD-PLAYER flow is the
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trigger:** when FIFA displays club-search results (`GET /club?year=..&type=player&
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count=..`, served by our `/club` route), it resolves each item's assetId against
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its own local DB (real name/photo/club/nation) and merges the rating/attributes
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our `/club` item carries, then caches a real record in the CardsDb store
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(`obj+0x160c0`). No `idList` fetch, no leaked data.
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**Working recipe:**
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- `utas_server` on `FUT_SQUAD_STEP=s3v0` → `/club` serves the full XI (real asset
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IDs + our attributes).
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- In FUT: Squads editor → Add Player / player-name **search** → results render as
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real cards → **add them to slots** → full real squad.
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- Distinction: the squad-EMBED path (`GET /squad/0` itemData) does NOT resolve
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(generic); only the CLUB-SEARCH/ADD path resolves. So: serve-club + search/add.
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Cosmetic-only nit: card short-name label shows a default "BAS" (real full names
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are in the record + Player Details panel) — likely the FUT commonName/knownAs
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field; low priority.
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Everything below is the reverse-engineering that led here.
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## Where we are
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Offline FIFA 17 Ultimate Team runs end-to-end on our backend:
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- Every EA online gate cracked (Origin/LSX, Blaze, UTAS/RS4) → **FUT hub**.
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- **Squads editor renders**: correct 4-4-2 formation, 11 labelled slots, 5-star
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squad rating, manager slot, benches — **no freezes**.
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- The one missing piece: player cards render as the generic "FUT 17" back
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(rating 0) — no real player *identity/face* resolves.
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## The squad-shell (what makes it work — don't regress these)
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- ~~`userMassInfo` MUST return `{}`~~ — **superseded 2026-08-03.** `0x180174630` is fully
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decompiled: a FLAT `{userInfo, squad, settings, userData}` body. The old desync is
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attributed to the `squad` member, which was built before `0x18013d1f0`'s schema was
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known. `utas_server.py` now defaults to `FUT_MASSINFO=full`; fall back through
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`squad`/`userinfo`/`settings`/`empty` to bisect if the hub freezes at 0x1801c7f1a.
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- Deliver the squad via **`GET /squad/0`** (LoadActiveSquad, deser 0x18013d1f0),
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which FIFA fetches on **Squads-tab entry** (re-fetches on tab-switch, not on
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editor re-open). `FUT_SQUAD_STEP` selects the squad (s2v0 = 1 real item).
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- `GET /user` is NEVER called at boot — userInfo can only reach FIFA via
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userMassInfo, which is now populated (above), so the hub's coins/record and the
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squad roster (`userInfo.squadList`) are delivered at boot. Pending live verify.
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## Why cards render generic (definitively reversed — 3 workflows)
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The card view-model (0x1800d7920) reads EVERY rendered field
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(rating@+0xb4, position@+0x146, nation@+0x148, teamid@+0x94, 6 attrs@+0x98..0xac,
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name@+0xdd) from a **resolved player-definition record at `item+0x10`** — NEVER
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from our item JSON. That's why item-format/version/field changes had zero effect.
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`item+0x10` is filled by the resolve at 0x180141160-76:
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`getter 0x18011a830 → CardsDb singleton [0x1802e6398] → call [vtable+0xa08]`
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(= lookup **0x18011cca0**), output buffer `[rbp+0x160]`. The lookup searches a
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std::map at `CardsDb_obj+0x160c0` keyed by resourceId. **Offline that map is
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EMPTY**, so every lookup misses and a **default blank record** is emitted →
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generic card.
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Dead ends (proven, do not retry):
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- **Version advertising is inert.** `itemDbVersion` (atom 0x16c) and
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`checkServerDbVersion` (atom 0x80) are JSON field names routed to the value-SKIP
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handler 0x180135ff0 in every parser — parsed and discarded, never compared.
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Roster-version bump and Blaze `itemDbVersion=999999999` both did nothing.
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- **Serving owned items does NOT auto-trigger a definition fetch.** The
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itemData-array parser (0x1801293d0→0x18013fe00) does no membership check and no
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enqueue; the render-miss is terminal. Our squad already has an owned item
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rendering generic with 0 `idList` fetches — empirical proof.
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- **In-place map overwrite is dead** — the map at `+0x160c0` stays empty even with
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all 11 cards rendering (probed live). The resolve emits a transient default to
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the caller stack each frame; nothing persistent to edit.
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The definition FETCH (`ut/17/item?idList=`, `/item/resource`, `/defid`; URL builder
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0x180129200) is issued by FUT-controller vtable method 0x180119010 / requestDefinitions
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0x180036e20 — **both have zero call-sites inside CardsDLL**. The decision to fetch
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lives in the **packed FIFA17.exe** (decrypted in live memory only).
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Our definition-serving endpoints (`item_def`/`defs_route` in `utas_server.py`,
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routes `item/resource`/`defid`/`item?idList=`) are **built and ready** for if/when
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the fetch is ever driven.
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## Next-steps plan (real player faces) — ordered by tractability
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### Option A — Drive the fetch from FIFA17.exe (most "correct", hardest to find)
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FIFA17.exe is packed on disk but decrypted in live memory (Wine flat-maps at
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0x140000000). Find the call-site of the idList issuer (CardsDLL vtable method
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0x180119010, .rdata slot 0x18021cb78) inside the live FIFA17.exe image: set a
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hardware breakpoint / rwatch on that slot's invocation, or scan decrypted .text
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for the call. Identify what condition it gates on and satisfy it. If FIFA then
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requests `item?idList=<ids>`, our endpoints already answer → cards resolve. This
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is the clean win: no ongoing memory writes, works via normal data flow.
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### Option B — Populate the CardsDb store so lookups HIT (live-memory injection)
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Pre-insert real records into the std::map at `CardsDb_obj+0x160c0`
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(node: Left+0x0/Right+0x8/Parent+0x10/color+0x18/key(resourceId)+0x20/record+0x28).
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Two sub-approaches:
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- **B1 (call the game's own insert):** drive the map's find-or-insert
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(0x180115c30, reached from lookup 0x18011cca0) with a resourceId + a record we
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fill. Requires a small code-injection harness (set up registers + call) since
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the insert isn't reachable from our side otherwise.
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- **B2 (hand-build a node):** allocate a node in FIFA's heap, write
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left/right/parent/color/key/record, splice into the tree + rebalance. Fiddliest;
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RB-tree invariants must hold or later lookups corrupt.
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Record fields to fill (from base `dbdata.dll`): rating@+0xb4, position@+0x146,
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nation@+0x148, teamid@+0x94, 6 attrs@+0x98..0xac, name@+0xdd.
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### Option C — Patch the resolve miss-path (proof-of-concept, then key it)
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Patch lookup 0x18011cca0's miss branch to write real fields into its output record
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`[rbp+0x160]`. Quickest to see *a* real card, but naively makes ALL cards show one
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player; must be keyed by resourceId to be useful. Good first experiment to confirm
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the field offsets end-to-end before investing in A or B.
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### Prerequisite for all: a dbdata.dll extractor
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Build a tool to read the base player DB (`/mnt/games/FIFA 17/dbdata.dll`,
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single export `getTableData`; tables players/playernames/teams/nations/
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teamplayerlinks) → a `resourceId → {name,rating,pos,nation,team,attrs}` table
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(resourceId = playerId | version<<24; Ronaldo playerId 20801). This feeds B and C
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and validates A. No such tool exists yet.
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## Recommended order
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1. **C** as a 30-minute proof: patch the miss-path to emit a fixed real record →
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confirm a real card face appears (validates the whole record-offset model live).
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2. Build the **dbdata extractor** (needed by everything).
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3. Attempt **A** (find the FIFA17.exe fetch trigger) — the clean, durable win.
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4. Fall back to **B1** (drive the game's insert) if A's trigger proves unreachable.
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## Reusable tooling
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- `/proc/PID/mem` read/write pattern: `autopatch.py`, the poke/force tools
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(ptrace_scope=0 armed by `root_arm.sh`).
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- Live vtable/struct probing: the python snippets used this session (singleton
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`[0x1802e6398]`, static↔live base map).
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- `fifadrive.sh` (screen capture) + `vgamepad.py` (virtual pad) for headless
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drive/observe — note keyboard XTEST does NOT reach FIFA; the gamepad is unverified
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in-game.
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---
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## REFUTED 2026-08-04: the CardsDb map is NOT empty offline
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This document has claimed since it was written that "**Offline that map is EMPTY**, so
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every lookup misses and a default blank record is emitted -> generic card", and that
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the view-model reads every rendered field from the resolved record and "NEVER from our
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item JSON". A live pack open falsifies both halves.
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### The observation
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One bronze pack, five cards. Two rendered as real players with names, club badges and
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national flags. Three rendered as blanks: rating 50, position RWB, every attribute 1,
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no name. Nothing in our pool has rating 50, position RWB or all-ones attributes, so the
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blank is the client's default record, exactly as this document describes.
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The two that resolved match OUR ITEM JSON field for field:
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| we sent | screen showed |
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| `(232517, 62, RB, nation 36, league 19, team 175, [72,44,58,60,62,61])` | SILVA, 62 RB, Wolfsburg badge, Norway flag, 72 PAC / 44 SHO / 58 PAS / 60 DRI / 62 DEF / 61 PHY |
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| `(235066, 60, GK, nation 34, league 31, team 48, [62,63,33,61,17,62])` | NOWAK, 60 GK, 62/61, 63/17, 33/62 |
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Those attribute numbers were invented by hand. They cannot have come from a database.
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### What this means
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- The map HAS entries offline. Some asset ids resolve.
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- Rating, position, nation, league, team and the six attributes come from **our item
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JSON** for a card that resolves.
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- Name, club badge and national flag come from the **client's own data**, keyed by
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assetId.
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- When the assetId is NOT in the client's data, the whole card collapses to the blank
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default, which is why a bad id looks like a rendering failure rather than a lookup
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failure.
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### The consequence, which is much cheaper than what this document proposed
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The recommended plan here was to populate the client's map by driving its insert, hand
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building a red-black tree node, or patching the resolve miss-path, all of which write
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to a live process. **None of that is needed to get real cards.** The rule is simply:
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> Use asset ids that exist in the client's database. Valid id gives a real card.
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> Invalid id gives the blank.
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`fut_cards.py` currently carries 18 verified ids and 61 structural placeholders, and
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the placeholders are what produce the blanks. Two of them (232517, 235066) happen to be
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real, which is why the pack was a mix. The remaining work is therefore a DATA problem,
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getting the real id list out of `dbdata.dll`, and not a code-injection problem.
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`TODO/CONFIRM`: whether a resolved card's rating truly comes from our JSON or whether
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the client's record happens to agree. The attributes settle it (they were invented) but
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rating specifically has not been isolated. Send a deliberately wrong rating for a known
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good id and look.
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---
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# SOLVED 2026-08-04 (evening). Card identity, end to end.
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Everything above this line is superseded where it disagrees. Two of its premises were
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wrong: the CardsDb map is NOT empty offline, and `dbdata.dll` is NOT the player
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database.
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## The mechanism
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Every item object in every response is inserted into the CardsDb map by the item
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parser tail (`0x18014115b` -> registrar vtable `+0xa08` = `0x18011cca0`, a
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find-or-insert). There is no fetch to trigger; `item?idList` was a red herring.
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IMMEDIATELY BEFORE registering, `FUN_180141660` merges in the client's OWN local
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database. It switches on `record+0x4c`, which `FUN_1800d8330` derives from the JSON
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atom `0x6c cardsubtypeid` alone:
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0..3 -> 1 players 4 -> 2 managercards
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5 -> 3 headcoachcards 6 -> 10 gkcoachcards
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7 -> 5 physiocards 8 -> 4 fitnesscoachcards
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9..b -> 7 UNIDENTIFIED absent -> 0x156 -> 0, NO merge at all
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For players `FUN_180135890` queries `players` by `playerid = record+0x18 & 0xffffff`,
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where `record+0x18` is atom `0x287 resourceId`. Atom `0x23 assetId` lands at `+0x20`
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and is NEVER read by the merge: sending assetId alone does nothing.
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On a HIT it fills the name (`+0xb8` first, `+0xc8` last, `+0xdd` knownAs, all inline
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char arrays), fills `nation +0x148` and `teamid +0x94` ONLY IF THEY ARRIVED AS ZERO,
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and always recomputes `leagueid +0x154`. It never touches `rating +0xb4`,
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`position +0x146` or `attributes +0x98..+0xac`.
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So: send zero for everything the client knows better than us, and send our own value
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only where the client has nothing. That asymmetry is the whole design of `fut_cards`.
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## The three-state oracle (all three confirmed live)
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NAMED sentinel rating survives, real name -> the id is REAL
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placeholder sentinel survives, name is "Jamal Blackman", team 0 -> the row
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exists but is an EMPTY SLOT. This is the trap: 169193 does this and
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it was in VERIFIED_ASSET_IDS.
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MISS rating 0x32, teamid 0x78d, nation 0xe, position 2, attributes 1,
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name " " -> the id does NOT exist. This fingerprint matched a
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user's blank pack cards field for field.
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`FUT_ID_SWEEP` (utas_server) serves a window of candidate ids as a synthetic club;
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`tools/card_identity_probe.py` reads back what the client resolved. 5000 items per
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response ingests cleanly; 20000 was served and silently NOT ingested. THE MAP IS
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WIPED ON EVERY CLUB FETCH, so an auto sweep must be collected continuously
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(`sweep_collect.py --watch`) and not once at the end.
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## Where the roster came from
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`tools/dbdata_extract.py` reads FIFA's own rating-sorted index out of a running
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process (0x40 stride, self-validating {begin,end,end+1} name-pointer triple, anchored
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on 20801 = Ronaldo 94) -> `data/roster.json`, 17,547 players. Cross-validated against
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the sweep oracle, a completely independent method: 573 of 573 overlapping names
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agreed. The one id in the sweep and not the index is 26501, the target of the
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documented 22800..22879 Legends remap, which is also what produced "Alex Hunter x80"
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in a sweep and had looked like a bug.
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`dbdata.dll` is an anti-tamper decoy. Its single export `getTableData` returns a fixed
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759-byte self-integrity blob and the file contains no tables. Do not re-attempt it.
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## Still missing for players
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`position`, `nationality`, `teamId` and the six attributes are NOT in the rating
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index. Two live sources were found and BOTH are per-materialised-card caches, not
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tables: the 0x180-stride resolved card records, and a 32-byte keyed container
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(entries `{playerId, position | hash<<32, rating, ?}`). 59 positions came from the
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second. A full-roster position source has NOT been found.
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## The other card families, as of 2026-08-04
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Mechanism known, id spaces NOT. `FUN_1801356c0` queries `managercards` by column
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`carddbid` taken RAW from `record+0x18` (no mask), selecting firstname, lastname,
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assetid, value, talkrating, negotiation, rare; it writes firstname to `+0xb8`,
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assetid to `+0x20`, a byte to `+0xb4`, bytes to `+0xe2/+0xe3`, and `+0x58 = (rare==1)`.
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Sweeps of carddbid 1..5000 and 6000..8000 both produced 2000+ manager records with
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cardtype 2 and NOTHING written. THE MANAGER BRANCH WRITES NO MISS-FILL, so a wrong id
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is SILENT and a negative result does not distinguish a wrong id from a wrong
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mechanism. Manager name strings are in memory near 0x42800000 but are inline with NO
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inbound pointers, so the players trick (find the index that points into the name pool)
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does not transfer.
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Tables named in the DLL and not yet probed: `headcoachcards`, `fitnesscoachcards`,
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`gkcoachcards`, `physiocards`, `fancards`, `newcards`. Consumables are a separate
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family (consumablesContract/Fitness/Healing/Position/Training/Formation plus
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`FUT_CONSUMABLE_NAME_*` loc keys) and may be enum-driven rather than DB-driven.
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`GET /club?type=` has only ever been observed with two values: `player` (paged,
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start=N&count=11) and `manager` (count=200, from the STAFF tab).
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---
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# CONFIRMED LIVE 2026-08-05: managers and the four coach families
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All five non-player card tables render correctly in game. Nothing here is inferred.
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## Coaches: 34 staff cards, ZERO DB Error
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Served subtypes 5/6/7/8 (headcoach, gkcoach, physio, fitnesscoach) from ids read out
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of the game's own dumped tables. Every id hit its table on the first attempt:
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A Shaikh 80, J Kim 77, M Kuhn 80, P Trenouth 80, C Duke 74 and the rest, ratings
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55..80, with real face photos and their bonus percentages (+15% SHO and so on) drawn
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by the client. The whistle / gloves / heart icons distinguish the families.
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That is the payoff from enumeration over probing. The miss-fill exists and is loud
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("DB Error", rating 0x32), and it never fired once, because the ids came from reading
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the database rather than sweeping for it.
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## Managers: 10 of 10 resolved, and the template paints OUR fields
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Luis Enrique 88, Conte 87, Wenger 86, Klopp 84, Koeman 82, Pardew 80, Di Francesco
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78, Maes 75, Wdowczyk 70, Canning 65. Every nation and league is historically right:
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Conte/Wenger/Klopp/Koeman/Pardew all Premier League, Di Francesco Serie A, Maes
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Jupiler, Canning Scottish.
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RESOLVED, previously TODO/CONFIRM: the manager card template DOES paint record+0xde
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(nation) and record+0xe0 (league). The Luis Enrique card draws the Spain flag and the
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words "LaLiga Santander"; the Premier League managers draw their flag and "ENG 1".
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Neither field is written by the merge (FUN_1801356c0 does not touch them), so nothing
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but our own JSON could have supplied them. That is the cleanest possible proof that
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those two offsets are ours.
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NOT confirmed: negotiation at record+0xe3 is NOT on the card front. The card shows
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"CONTRACT 7" there instead. FUN_1800e5940 does read +0xe3 and publish it as
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ATTRIB_CONTRACT_NEGOTIATION, so it surfaces somewhere else or not at all.
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## Why managers needed the coaches beside them
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A wrong manager carddbid is completely SILENT: FUN_1801356c0 has no else-branch and
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writes no miss-fill, so a bad id and a bad wire shape look identical. The coaches were
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put on the same screen precisely because their miss IS loud. Nothing failed, but the
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test was designed so that a failure would have been diagnosable rather than mute.
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---
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# CONFIRMED LIVE 2026-08-05: consumables
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Rendering with real artwork, stack quantity badges and correct amounts (+5 / +10 /
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+15, so atom 0x1b reaches record+0xbf and FUN_1801a8040's sign-extension never fires).
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The client's own dialog names the class: "Search Type: Consumables Search".
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## Three things had to be right, and each failed SILENTLY with a 200
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1. THE COUNT IS THE GATE. The client will not ask for consumable items until
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GET club/stats/consumables reports a non-zero count. We answered that route 41
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times a session with the PLAYER stat set, so the panel read seven zeros and never
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proceeded. Two rounds of item-shape work sat unrequested for want of a counter.
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2. THE ROUTE IS GET club/consumables/<category>. Not club?type=, which a previous
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round shipped four arms for, and not the "/consumables/%s" template in .rdata,
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which the client has still never used. Worse, that path is a /club PREFIX, so it
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fell through to the generic route and the consumables screen was answered with the
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194-card player list.
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3. THE ELEMENT IS A STACK WRAPPER, NOT AN ITEM. FutConsumablesSearchServerResponse
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(RS4 literal 0x1802222f8, factory 0x180130a10, vtable 0x180222200, deser +0x08 =
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0x180130d10, 6873 chars) reads itemData(0x16b) at the root like the club list, but
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its element is five atoms:
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0xbc count 0xd7 discardValue
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0x16a item -> FUN_18013fe00, the item parser itself
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0x287 resourceId 0x362 untradeableCount
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Everything else goes to the value-skip handler, so a bare item was ACCEPTED and did
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nothing: the live card map held only the 11 squad players afterwards. That is also
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why FUT draws consumables as one stack with a quantity rather than N cards.
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## The lesson, since it has now cost three rounds
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A 200 with a well-formed body that the consumer silently discards is the worst failure
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shape in this project. Nothing errors, nothing logs as unmapped, the screen is just
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empty. The diagnostic that worked every time was reading the CardsDb map: if the
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client ingested nothing, the shape is wrong; if it ingested records that do not draw,
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the failure is downstream. Guessing between those two costs a human a menu trip each
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time; the probe costs 0.03 seconds.
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## The green box, and why two guesses missed it
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CONFIRMED FIXED 2026-08-05. Consumable cards draw real artwork once cardassetid
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carries the ART id from the fcc_ tables (training 3, contract 7, healing 10, misc 45)
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instead of a copy of the resourceId. The placeholder was
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external/ion_fut/artAssets/.../notfound.swf, the client's stand-in for art it cannot
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resolve.
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The two wrong guesses are recorded because the reasoning behind each was plausible:
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1. "It is the untradeable badge." The deserializer really does set a UI flag from
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(untradeableCount < count) and UNTRADEABLE_COUNT really is a state key. Changing
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it flipped the flag in the live record (+0x49 went to 1) and the tag did not
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move. Refuted by measurement, not by argument.
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2. "It is an untranslated loc key." Also wrong: the string NOT FOUND does not exist
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anywhere in cardsdll.dll, in any casing.
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What settled it was reading the badge TEXT off an unobstructed screenshot. "NOT FOUND"
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is not a status, it is a missing-asset placeholder, and that turned a UI question into
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an id question. The lesson is the cheap one: get the exact on-screen string before
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theorising about what produces it.
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THE TRAP GENERALISES. An fcc_ row carries BOTH carddbid and cardassetid and they are
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not interchangeable. fut_store._item copies resourceId into cardassetid, which is
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correct for players and wrong for every other family. The club-item family will need
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the same mapping: balls 37, kits 35, stadium 36, badges 39, league logos 40.
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---
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# Club items: what the research established, 2026-08-05
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Researched after a guessed field crashed the client. Facts first, and the one thing
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still unknown is named as unknown.
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## VERIFIED IN BINARY
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1. THE CARDTYPE MAP IS EXACT. FUN_1800d8330 (714 chars, read in full) returns cardtype
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9 for cardsubtypeid 0x1e, 0x1f, 0x91..0x96, 0xe7..0xe9 and 0xec, and nothing else.
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fcc_misccards carries cardsubtype 231 = 0xe7, which anchors the 0xe7..0xe9 block to
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misc cards. That leaves 0x1e, 0x1f and 0x91..0x96 for badges, kits, stadia, balls
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and league logos.
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2. ITEMSTATE CARRIES THE EQUIPPED STATE. The enum table at 0x180229d20 (stride 0x10)
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is: WAITING_FOR_GAME, inGame, forSale, offered, activeBadge, activeHomeKit,
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activeAwayKit, activeBall, activeStadium, active. So an EQUIPPED club item is not a
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different subtype, it is the same item with itemState set to one of those five.
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"free" is correct for owned-but-not-equipped, which is what we send.
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3. CLUB ITEMS HAVE NO CATEGORY GROUP TABLE. Consumables have one at 0x180203260 (seven
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codes: training, contracts, fitness, healing, playStyle, managerLeagueModifier,
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position) and staff have one at 0x180203310 (five codes). There is no equivalent
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for club items; the only club-item strings are the COUNT labels
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FUT_MYCLUB_KITS_AVAILABLE / BADGES_AVAILABLE / STADIA_OWNED / BALLS_EARNED, which
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we already serve correctly.
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4. THE ROUTE IS club?type= WITH SINGULAR NAMES. Observed live: type=stadium,
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type=ball, type=equippables (the combined customisation view). Not the plural stat
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names, and not a club/<family> path.
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## STILL UNKNOWN, AND NOT GUESSED
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Which of 0x1e, 0x1f, 0x91..0x96 means ball versus stadium versus badge versus kit.
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It is in none of the 149 dumped tables, there is no group table, and cardtype 9 has NO
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arm in the merge, so a wrong subtype cannot announce itself the way a coach's "DB
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Error" does. Two ways to settle it, in order of preference:
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a. more RE: find the consumer that switches on subtype for a club item, most likely
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in the equip path that writes itemState = activeBadge and friends;
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b. FUT_CLUBITEMS=probe:<family>, which serves ONE family as eight items, one per
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candidate subtype, so the screen names the right one.
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## WHY THE CRASH HAPPENED, recorded so it is not repeated
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teamid, leagueid and value were copied out of the fcc row as "extras". `value` appears
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elsewhere as an OBJECT member (displayGroup {"value": ...}); a scalar where an object
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is expected is the type-desync busy loop at 0x1801c7f1a, which presents as the game
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taking its time and then dies. None of the three was needed to draw a card. Compounding
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it, the response that crashed was type=equippables carrying 30 items across FIVE
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unverified subtypes at once, so even the crash taught us nothing about which subtype
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was wrong. Both are fixed: no extras, equippables withheld, one family per test.
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