funman300 e18304d365 fix(fifa17): serve the full kit identity triple so the selector can match
Operator report: selecting a kit in the pre-match selector gives "This kit is
currently locked. To unlock and use it, please go to the football club
catalogue."

Root cause, from static RE of the UNPACKED CardsDLL. CardsDLL registers a kit
provider into the FIFA engine (singleton FUN_1800338f0, vtable 0x1801f1d68):

  slot +0x08 FUN_180033770  enumerate kits for a team
  slot +0x10 sub_180033430  describe one kit   <- the lock gate

The describe function decodes a packed kit id into (teamid, year, slot) and
compares it against the club's ACTIVE HOME and ACTIVE AWAY triples. On a match
it writes NAME/TYPE (and, for historical kits, LOCKED). On no match it writes
NOTHING AT ALL and the descriptor falls through to the engine's own default,
which is where the locked-catalogue message comes from.

The active triple is 100% server-driven. FUN_1801c26d0 -> FUN_1800d73d0 scans
club items for cardtype 7 + cardsubtypeid 9 + itemState 101/102, then reads:

  teamid    <- item+0x94   (atom 0x306)   we were sending this
  year      <- item+0xba   (atom 0x389)   WE WERE NOT SENDING THIS
  slot      <- item+0xb8   (category)     WE WERE NOT SENDING THIS
               category 2 -> slot 0 home, 3 -> slot 1 away, 5 -> slot 3 third

So we shipped kits carrying only teamid, and the triple could never match.

fifa17-recon/data/club_items.json already has category and year per kit
resourceId (1482 kits; category {2:740, 3:654, 5:88}; 85 historical years), so
this is carried through the catalog rather than invented: Fifa17CardIdentity
gains category/year, Fifa17KitIdentity carries them, and shape_club_item emits
them for KIT_SUBTYPE only. Badges and stadiums deliberately do not gain the
fields - the slot mapping is kit-specific, and sending a family a field its
resolver does not read is how this project previously froze the client.

Also corrects the Vault note: item+0xba is `year`, not `kittype`. The side comes
from itemState 101/102 and the slot from category.

Two things this does NOT fix, both client-owned and recorded rather than
guessed:
  - the runtime teamkits clone into FUT club 130000 (the kit ART) is gated on
    item+0x60 == 4, and +0x60 has no wire atom at all: the deserialiser
    unconditionally zeroes it, the only CMP against 4 in the whole DLL is
    0x1801c34f1, and a live probe measured it as 1 for players / 0 for staff,
    never 4. The existing lib.rs claim that a server can never produce 4 is
    CONFIRMED, though its stated reason was a live observation rather than the
    real one (no wire atom exists).
  - whether a year==0 kit needs an explicit LOCKED write is UNKNOWN: CardsDLL
    only writes LOCKED for year != 0, and the engine's default for an untouched
    descriptor is in Denuvo-packed FIFA17.exe.
2026-08-23 04:30:19 +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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