headcoachcards 124 rows 2000004..2000328, gkcoachcards 121 rows 9000001..9000324, physiocards 51 rows 4000002..4000259, fitnesscoachcards 115 rows 3000019..3000328. All MEASURED from data/tables/, dumped read-only from the running client; rowcount == rows_emitted == len(rows) on all four, which is what makes "this id is absent" a claim about a complete dump rather than about a truncated one. assetid == carddbid on every row; every id fits in 24 bits. WHY COACHES ARE THE CHEAPEST FAMILY TO TEST. Their four arms of FUN_180141660 (2,129 bytes, 214-line decompile read to its closing `return`) are the only merges in the game that label their own failure: on rowcount < 1 each writes firstname = lastname = "DB Error", rec+0xb4 = 0x32, rec+0x58 = 1 and a TABLE-UNIQUE assetid -- head 2000148, fitness 3000259, physio 4000146, gkcoach 9000258. Two independent facts make that a one-glance oracle, both verified by exhaustive scan of all 411 rows: no row in any of the four tables has value == 50, and no fitnesscoach row is (fieldpos 1, posbonus 7, amount 1). CORRECTION to docs/plan-2026-08-04-card-families.md: the miss-fill is NOT uniform. Only head coach and GK coach write 0xf into the attribute array at rec+0x98. Physio writes 0xf into a BYTE at rec+0xdd; fitness coach writes no 0xf at all -- rec+0xde = 0x107 and rec+0xdd = 1. So card_identity_probe's attrs column means something different per family, and its F_NAME_KNOWN=0xdd string read sits directly on top of physio's, fitness coach's and the manager's raw stat bytes. Use coach_probe.py. The key is RAW: all four staff branches pass *(u32*)(rec+0x18) unmasked into `WHERE carddbid == ?`. Players are the only family that masks with & 0xffffff, so a version byte in the top octet breaks every staff lookup -- silently on a manager, loudly on a coach. WHAT WE SEND: id, resourceId, cardsubtypeid, itemType, contract, itemState, owners, untradeable. Nothing else. rating/rareflag/assetId are overwritten by the merge; nation/leagueId/teamid would be INVENTED, because none of the four tables has such a column; preferredPosition (rec+0x146) and attributeList (rec+0x98..) SURVIVE the merge and are read by the generic view-model FUN_1800d7920, so sending them would hang a position label and six attribute numbers on a coach. Omission is safe; a scalar where an object is expected is not. The starter shelf is one card per (tier, rare) combination per family -- 24 cards -- with two exclusions: the four miss-fill assetids (three of which are REAL rows, so a hit and a miss would look identical on those cards), and any row whose own stat write is byte-identical to its family's miss-fill (head/GK attribute 0 amount 15). tier() is the binary's own tail, not our convention: the shared exit of FUN_180141660 writes rec+0x54 = 3 if rating >= 0x4b else 2 - (rating < 0x41), for every arm including the miss arms. Also lands the design round's read-only probe tooling: coach_probe.py (grades a live record HIT/MISS/WRONG-BRANCH/NO-MERGE against the on-disk rows) and coach_window.py (builds a mixed-control window; fires nothing). Not wired into the server in this commit. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VUT92pz6RWKih9dSr8ZpxW
OpenFUT
Offline Ultimate Team — like SPT, but for FIFA 23.
OpenFUT replaces EA's retired FUT servers with a fully offline, single-player backend. You own FIFA 23 legitimately. You just want to keep playing after EA shut down the servers.
Repositories
| Repo | Purpose |
|---|---|
openfut-core |
Game-independent offline FUT backend |
openfut-bridge |
FIFA 23 integration layer + reverse-engineering proxy |
Architecture
FIFA 23 client
│
▼
┌─────────────────┐
│ openfut-bridge │ ← intercepts FUT traffic, maps routes, logs unknown
└────────┬────────┘
│
▼
┌─────────────────┐
│ openfut-core │ ← offline FUT backend: profiles, packs, squads, SBCs
└─────────────────┘
│
▼
SQLite database
Core is game-independent. It speaks a clean REST API and knows nothing about FIFA 23 internals.
Bridge is FIFA-specific. It speaks FIFA 23's wire protocol and translates it into Core API calls. Bridge is where all reverse engineering work happens.
Current Status
| Feature | Status |
|---|---|
| Local profiles + clubs | ✅ Working |
| Coin system | ✅ Working |
| Pack generator | ✅ Working |
| Card collection | ✅ Working |
| Squad builder | ✅ Working |
| Objectives engine | ✅ Working |
| SBC engine | ✅ Working |
| Match rewards | ✅ Working |
| NPC transfer market | ✅ Working |
| Statistics | ✅ Working |
| FIFA 23 integration | 🔴 Reverse engineering in progress |
| Chemistry calculation | 🟡 In progress |
| Full Draft mode | 🟡 In progress |
| Squad Battles AI generator | 🟡 In progress |
| Objectives claim flow | 🟡 In progress |
Running
# Start the offline backend
cd openfut-core
cargo run
# Start the proxy (for traffic capture / FIFA integration)
cd openfut-bridge
cargo run
Core listens on http://127.0.0.1:8080 by default.
Bridge listens on http://127.0.0.1:8443 by default.
Design Principles
- Offline-first. No EA account required. No internet connection needed.
- Single-player only. This is not a multiplayer server emulator.
- Data-driven. All cards, packs, SBCs, and objectives are JSON files. Everything is moddable.
- Clean architecture. Core has zero knowledge of FIFA 23. Bridge has zero game logic.
- No copyrighted assets. No real player images, no EA trademarks in data files.
Disclaimer
This project is not affiliated with EA Sports. You must own FIFA 23 legitimately to use this software. This project does not bypass any ownership verification and is intended only to restore offline playability of a game whose online services have been retired.