funman300 a86d21ec79 kits: decode the FIFA 17 APT bytecode; KITS_AVAILABLE is not a server field
Adds fifa17-recon/tools/apt_decode.py, a clean-room decoder for the EA APT
compiled-ActionScript format as FIFA 17 ships it, and deletes avm1_disasm.py,
which assumed SWF framing and could not decode this artifact.

FORMAT. FIFA 17 uses a 64-bit variant of the format: constant-pool entries are
16-byte {u64 type, u64 value} in a separate "Apt1" container member, container
pointers and counts are u64, DefineFunction2's operand block is 48 bytes rather
than 28, its 0x1234567898765432 trailer is stored as two u64 halves, and
parameterised instructions align their operand block to EIGHT bytes, not four.
The alignment is the fact that made the stream decodable: the ConstantPool at
0xd38 yields garbage at align-4 and count=401 at align-8, with an index array
that terminates exactly on the parameter-list region.

The three opcodes that blocked the previous attempt are all unaligned 2-byte
records: 0xAF EA_GetNamedMember (u8 constant-pool index, pop object push member),
0xB9 EA_PushRegister (u8 register index), 0xA2 EA_PushConstantByte (u8
constant-pool index). Byte-wide indices only reach pool entries 0-255, which is
why CheckIsKitLocked at index 293 is emitted as 0xA3 PushConstantWord.

Format facts came from a written specification derived from OpenSAGE
(588ac477367a0022adf29f20a084e8873014e6ce, GPL-3.0 with EA section 7 additional
terms). No code was copied or transliterated; only the interface specification
was used. Provenance is recorded in the module docstring.

VALIDATION. The whole artifact decodes: 5251 instructions, 24 functions, action
stream 0xd38..0x3e75 with 12605 of 12605 bytes covered and zero interior gaps,
zero unresolved opcodes, zero invalid branch targets, zero unresolved strings.
Every byte of the 20630-byte member is accounted for by region. --selftest
asserts all of it, plus operand fixtures and fail-closed behaviour on truncated
records, out-of-range pool indices and unknown opcodes. Unknown opcodes still
refuse to guess a length rather than resynchronising.

RESULT. KITS_AVAILABLE is a BOOLEAN in the DataProvider header, not a count, so
the logged Some(0) means false. futSelectTeam::Publish reads
publishObject.header.KITS_AVAILABLE == true and only then fills m_arrKitPanelData
from data[side].LENGTH and data[side]["KIT_"+i]; CardsDLL's builder writes
exactly that shape ("LENGTH" and "KIT_%d" confirmed in .rdata). The flag comes
from ctx+0x152, whose only setter is internal message 0x757a. That message is
never constructed in ActionScript (the asset contains zero integer literals
above 255) and never sent by CardsDLL (247 of 247 send sites pass an immediate,
none of them 0x757a; four sites in the same family are the positive control).

So no HTTP response can open this gate, and no OpenFUT change is made here.
CheckIsKitLocked is called at 0x2cc3 but defined on the mcSelectTeam child clip
in another asset, so its body is deliberately NOT reconstructed rather than
guessed. Full findings in the Vault under Kit Selector APT Decode.
2026-08-23 22:44:14 +00:00

OpenFUT

⚠️ Status — see docs/PROJECT_STATE.md (canonical). The working, actively-developed target is FIFA 17, not FIFA 23. Everything below this banner describes the superseded FIFA 23 bridge lineage and is kept for historical context.

Run the server (canonical): cd fifa17-recon/docker/fifa17-python && docker compose up -d — see fifa17-recon/FUT-RUNBOOK.md. openfut-core is the shared offline backend (still used by the FIFA 17 path); openfut-bridge is the retired FIFA 23 integration.

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.

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