funman300 b434a3efdc fifa17-recon: FUT_CLUBSTATS -- serve the club-stat set (CLUB STATS panel, maybe the tile)
Live 2026-08-04: the CLUB STATS panel shows eight zeros (Rare Players, Players, Staff
Employed, Stadia Owned, Trophies Won, Kits, Badges, Balls Earned) while the client
fetches /club/stats/{staff,year,consumables} and we answer {} to all three. Those
zeros are ours. Every row name maps to a type string in the recovered map.

Wire schema, fully verified from deser 0x180130150 (7,870 chars, read end to end):
  {"stat":[{contextId:int, contextValue:int, type:string, typeValue:int}]}
Unknown keys route to FUN_180135ff0 at BOTH levels, so extras are inert.

FIVE THINGS THAT DECIDE WHETHER IT WORKS:

1. EVERY RESPONSE WIPES THE WHOLE MAP FIRST. Nothing accumulates, so a good body on
   one mode followed by a thin one on another ERASES the first and request ordering
   decides what survives. Handled by serving the SAME COMPLETE SET on every Stats2
   mode: whichever lands last leaves the map correct. (One investigator reported this
   factory does not wipe; a reviewer re-read it and refuted that. The wipe is real,
   and this is the second negative claim from that batch to fail.)
2. /club/stats/staff IS A DIFFERENT CLASS: FutStaffBonus, {"bonus":[{type,value}]},
   not Stats2. Its type strings are undecoded so it keeps {}, which is safe and also
   means it does not disturb the Stats2 map.
3. ELEMENT-LOCAL VARIABLES ARE NOT RESET BETWEEN ELEMENTS -- the clears sit before
   the array loop, not inside it -- so omitting a key in element N inherits element
   N-1's value. All four keys are emitted in every element.
4. The storage key is contextValue ALONE; contextId is only a guard (1, or 5..9,
   forces contextValue to 0, the global bucket the +0x800 getter reads). contextId 1
   throughout.
5. 0x3d CONTRACTS, 0x3e TRAINING and 0x40 FITNESS are READ by the panel but cannot
   be SET from here. No type string produces them.

THIS IS ALSO NOW THE HUB-TILE CANDIDATE. The investigation concluded the MY CLUB tile
does not read this store, but flagged that negative as BOUNDED: the interface comes
through a QueryInterface adapter, so the vtable is assembled at runtime and cannot be
read statically. Live evidence points the other way. The tile reads "0 TOTAL PLAYERS"
and the panel reads "Players 0" -- same quantity, both zero, both while we answer {}.
And FUT_CLUB_PAGE ruled out the alternative: 114 items served to /club, tile still 0,
so it is not a count of the list. Strong inference, not proof; this flag is the test.

The test is unusually clean: the club holds 114 items and all of them are players, so
every other row is an honest zero. If it works, exactly two numbers move (Players and
Rare Players, 0 -> 114) and nothing else changes.

Gold/silver/bronze thresholds are FIFA's rating convention (75+/65-74/under), not
something read out of the binary, and the code says so.

Default OFF. 392 + 61 checks green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VUT92pz6RWKih9dSr8ZpxW
2026-08-04 14:12:48 -07:00

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.

S
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