Files
OpenFUT/fifa17-recon
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
..

FIFA 17 Blaze Recon (Rosetta Stone for FIFA 23)

Clean-room reverse engineering: all findings derive from observing our own running FIFA 17 client + static disassembly of the shipped binary we own. No leaked EA source is used or referenced.

WORKING: FIFA 17 Ultimate Team, 100% offline

The full online + FUT stack is emulated. Quick start → FUT-RUNBOOK.md:

cd tools && ./openfut-fut.sh start     # arm host + start all servers (re-run after reboot)
~/Desktop/launch-fifa17.sh             # then launch FIFA FRESH and select Ultimate Team

Proven end-to-end 2026-08-01: auth → Blaze login → device-trust → the FUT hub. The rest of this file is the reverse-engineering history that got there (see also login_dump/*.md, docs/*.md).

Breakthrough — 2026-07-30: ProtoSSL cert pin DEFEATED, redirector handshake captured

FIFA 17 dials the secure Blaze redirector winter15.gosredirector.ea.com over TLS 1.2 (RSA-kx). We MITM it with a self-signed cert and defeated DirtySDK/ProtoSSL's cert pinning with two live /proc/PID/mem patches, then captured the plaintext first-hop handshake.

Key architectural finding

The secure redirector is HTTPS + XML (ProtoHttp), NOT raw Fire2/Heat2:

POST /redirector/getServerInstance HTTP/1.1
Host: winter15.gosredirector.ea.com:42230
User-Agent: ProtoHttp 1.3/DS 15.1.2.1.0 (Windows)
Content-Type: application/xml
<serverinstancerequest>...</serverinstancerequest>

Fire2/Heat2 binary is the second hop — the redirector replies with a <serverinstance> XML naming a Blaze server IP:port; the client then connects THERE for the binary protocol. Full request body in captures/getServerInstance_request.http.

Reproduce (after reboot — all live state is volatile)

Binary maps flat at base 0x140000000 under Wine/Proton (UMU-Proton-10.0-4, prefix ~/Games/umu/fifa17). VAs below are stable across launches.

1. Root arm (scratchpad/root_arm.sh via pkexec)

  • sysctl kernel.yama.ptrace_scope=0 (enables /proc/mem WRITES)
  • sysctl net.ipv4.conf.lo.route_localnet=1
  • iptables -t nat -A OUTPUT -p tcp -d 159.153.51.20 -j DNAT --to-destination 127.0.0.1:42127 (winter15 resolves to 159.153.51.20; a /etc/hosts entry for winter15 would short-circuit the DNAT and must be ABSENT)

2. TLS capture server

scratchpad/blaze_tls_capture.py on 127.0.0.1:42127, presents redir_cert.pem (self-signed, CN+SAN=winter15.gosredirector.ea.com), ciphers ALL:@SECLEVEL=0.

3. The two cert-verify patches (via scratchpad/memtool.py)

The cert handler lives at ~0x14613252x. Two gates:

VA Role Patch
0x146132548 Gate 1: jne 0x1461326c4 (UNKNOWN_CA branch after chain-verify call 0x146136410) 6 bytes → 90 90 90 90 90 90 (NOP)
0x1461361b0 Gate 2: the real pin — cert verify helper; returned -51 (0xffffffcd) live 3 bytes → 31 c0 c3 (xor eax,eax; ret)

Gate 2 (0x1461361b0) is the decisive one — a shared verify helper (also called from 0x146131f86). Forcing it to return 0 makes r12d=0, the je 0x14613262d at 0x14613256c is taken, and the accept path at 0x146132675 is reached (skips the UNKNOWN_CA alert send at 0x146135250).

NB: last session's patch of 0x146136410 (chain-verify callee) did NOT work — it was not the function returning the live failure. gdb breakpoint on 0x1461361b0 proved Gate 2 was the wall (eax=0xffffffcd).

Breakthrough #2 — 2026-07-30: BOTH HOPS DEFEATED, Fire2/Heat2 decoded

Built tools/blaze_responder.py: answers getServerInstance over TLS with a <serverinstanceinfo> that redirects the client to a local plain Blaze port, and captures the second-hop Fire2 binary. The client accepted the redirect and connected, sending its Util::preAuth handshake in binary Heat2. tools/decode_fire2.py decodes it.

getServerInstance response schema (the redirect)

ServerInstanceInfo.address is a ServerAddress union; Heat2 XML encodes a union as <field member="N"><valu>...</valu></field>. Working response (member=0 = ipAddress variant):

<serverinstanceinfo>
  <address member="0"><valu>
    <hostname>127.0.0.1</hostname><ip>2130706433</ip><port>42130</port>
  </valu></address>
  <secure>0</secure>
  <trialservicename></trialservicename>
  <defaultdnsaddress>0</defaultdnsaddress>
</serverinstanceinfo>

<ip> is a decimal uint32 host-order (2130706433 = 127.0.0.1). <secure> 0/1 picks plaintext vs TLS for the Blaze connection. (Schema cross-confirmed clean-room vs MEC Catalyst private-server projects; response types reversed from the client's own TDF reflection tables at ~0x143891xxx / 0x144873xxx.)

Fire2 frame header (16 bytes, big-endian)

[0:4] u32 payloadLength   [6:8] u16 component   [8:10] u16 command
[10:12] u16 error/msgId    [12] u8 msgType       [13:16] reserved

First RPC observed: component 0x0009 = Util, command 0x0007 = preAuth, msgType 0x02. Ping/pong keep-alives: Util command 0x0002, empty payload, msgType 0x01/0x03.

Heat2 TDF encoding (decoded in decode_fire2.py)

Per field: 3-byte tag (4 chars, 6-bit packed, char = v?v+0x20:' ') + 1 type byte + value. Types: 0x00 int(varint, first byte 6 data bits + continue@0x80), 0x01 string(varint len incl null + bytes), 0x02 blob, 0x03 struct(nested, 0x00 terminator), 0x04 list, 0x05 map, 0x06 union.

preAuth codebook (Util::preAuth PreAuthRequest) — captures/blaze/preauth_decoded.txt

CDAT{ IITO:int LANG:int SVCN:str='fifa-2017-pc' TYPE:int }
CINF{ BSDK='15.1.1.3.0' BTIM='Jun  9 2017 16:15:40' CLNT='FIFA17' CPFT:int=4
      CSKU='FIFAPC' CVER='3175939' DSDK='15.1.2.1.0' ENV='prod' LOC:int PTVR='1.1' }
FCCR{ CFID='BlazeSDK' }
LADD:int

Same fields as the XML getServerInstance request → XML and Fire2 are the two encodings of the same TDFs (the Rosetta mapping).

(Fire2 header was later CORRECTED: byte[12] is the low octet of a 24-bit msgNum, not msgType; msgType lives in byte[13] high bits = (msgType<<5)|userIndex. REPLY=1→0x20, NOTIFICATION=2→0x40. metadataLen is u16 at [4:6]. See tools/heat2.py / blaze_responder_v3b.py.)

Breakthrough #3 — Origin/LSX layer defeated (PreAuthResponse + login flow work)

tools/blaze_responder_v3b.py answers preAuth, ping, fetchClientConfig, login (1/0x0A), getAccount(1/0x1E)=AccountInfo, getPersona/listPersonas, and pushes UserAuthenticated (0x7802/8). But Blaze isn't the online gate — Origin is, via its own in-process LSX layer:

  • The Steampunks stp-origin_emu.dll serves LSX (length-prefixed, NUL-terminated XML) IN-PROCESS on 127.0.0.1:4216. It's a blind fixed-script replayer that reports OFFLINE. Replace it: bind 4216 BEFORE launching FIFA (tools/lsx_responder_v2.py; the stub has no SO_REUSEADDR and stands down cleanly), serve real request-driven LSX.
  • LSX crypto (reversed + verified byte-exact): server sends <Challenge key="<32hex>">; client replies <ChallengeResponse response="<96hex>" key="<32hex>">; H = hex(AES128-ECB(K=000102..0f, PKCS7pad16(clientKey_ascii))) (32 ASCII → 48 bytes/3 blocks); server sends <ChallengeAccepted response="H">; session key = srand(7) LCG of H; later msgs = hex(AES-ECB(pkcs7(xml)))+NUL.
  • LSX verbs to answer: GetProfile(PersonaId=33068179 Persona=CAGE US), GetSetting UPPERCASE (ENVIRONMENT→"production", LANGUAGE→"en_US", else "false"), GetGameInfo (LANGUAGES→locales, UPTODATE→"true" [else "title version outdated"], FREETRIAL→"false"), GetInternetConnectedState→connected="1" [the online gate], etc.
  • Gates cleared this way: "log in to Origin" ✓ and "title version outdated" ✓.

Breakthrough #4 — 2026-07-30: repack fully reversed (LSX contract is a byte-exact oracle)

The Steampunks repack ships two UPX-packed helpers; we unpacked and clean-room reversed BOTH (multi-agent workflow, adversarially verified — full report docs/REPACK_INTEL.md, emu disasm docs/emu.asm). Unpack recipe: upx -d stp-origin_emu.dll and upx -d _fifa17.exe (emu base 0x180000000, loader base 0x140000000; both are NORMAL PEs — objdump works, unlike the encrypted FIFA17.exe). Findings that matter:

  • stp-origin_emu.dll = the reference LSX server, offline BY CONSTRUCTION. It is a blind 18-step straight-line script with NO parser and NO dispatch branch; its ONLY unsolicited frame is the plaintext Challenge; it hardcodes connected="0" and has NO <Login> event / no auth vocab anywhere in its 19,456 bytes. Structural proof (not absence-of-evidence): nothing in the repack can flip m_isLoggedIn. The login mechanism lives ONLY in FIFA17.exe's live-decrypted code.
  • Our lsx_responder_v2.py is CONFIRMED byte-exact on framing (NUL-terminated, NUL counted in send len), crypto (AES-128 K_FIXED=000102..0f, PKCS7, srand(7)→61 session-key LCG), event shape, sender values (EALS / EbisuSDK / ""), and encryption timing (plaintext through ChallengeAccepted id=1, encrypted from id=2). Applied hardening C1C3 (emu-exact challenge_response + tail assert, extract response=", partial-frame buffering). Selftest still green (session key unchanged).
  • The loader is an offline keygen/launcher (no WS2_32, no injection, no Blaze/Nucleus strings); its .dlf GameToken is a local ENTITLEMENT grant, not a session — will not help login. Shared build constants: UserId/PersonaId 33068179, MachineHash == LSX Challenge key 2b8ee7fa…e32 (fixed).

CURRENT WALL — "Unable to retrieve account information" (m_isLoggedIn stays 0)

FIFA has two Origin flags — "internet reachable" (fed by GetInternetConnectedState, DONE) and "user LOGGED IN" = OriginMgr.m_isLoggedIn @[OriginMgr+0x13], whose only setter is dispatcher case-2 @0x146f1e0ab, driven by a server-PUSHED <Event sender="LOGIN_EVENT"><Login IsLoggedIn="true"/>. Pushing it 90× did NOT flip the flag. Breakthrough #4 RULED OUT three causes: framing, event shape, and encryption timing are all confirmed correct. Surviving hypotheses, narrowed: (1) encrypted mid-session Events are dropped — the emu's only Event is plaintext+pre-key, so there is zero evidence FIFA routes an encrypted Event to the same parser (STRONGEST); (2) sender name mismatch; (3) handler-registration timing. Deeper residual: LoginStatePCLogin @0x1471b58e0 may gate on a session OBJECT [0x144b86bf8]->vtbl+0x60, not the flag.

THE decisive next experiment (observe, don't guess) — new tooling ready

  1. Relaunch harness+game (below), run responder with an UNBOUNDED heartbeat so pushes stay in flight: OPENFUT_LSX_EVENT_COUNT=100000 python3 -u tools/lsx_responder_v2.py
  2. bash tools/trace_login.sh — attaches gdb, traces the sender matcher (0x147102880), the parser (0x147138660), and dispatcher case-2 (0x146f1e09e / set-1 0x146f1e0ab / set-0 0x146f1e0b8). Answers the 3-question ladder in ONE run: does the frame reach the matcher? what sender does it strcmp against (dumps the table entry)? does case-2 run and the flag flip?
  3. If the trace shows the ENCRYPTED frame never reaches the matcher → run the A/B: OPENFUT_LSX_LOGIN_PLAINTEXT=1 … pushes the Login Event in plaintext right after ChallengeAccepted.
  4. tools/dump_login_code.py — dumps + disassembles the decrypted login machinery at true VAs for a follow-up static pass if the trace points below the dispatcher.

How to resume (rebuild the volatile harness)

  1. pkexec sh tools/../scratchpad/root_arm.sh (ptrace_scope=0, route_localnet, DNAT 159.153.51.20→42127).
  2. python3 -u tools/lsx_responder_v2.py — bind :4216 BEFORE launching FIFA.
  3. python3 -u tools/blaze_responder_v3b.py — :42127 (redir TLS) / :42130 (blaze) / :42131 (nucleus).
  4. python3 tools/autopatch.py — re-applies the two ProtoSSL cert patches to any relaunched FIFA17.exe.
  5. Launch FIFA via ~/Desktop/launch-fifa17.sh; go Online.
  6. Watch /tmp/lsx.log (LSX) + /tmp/blaze_responder.log (Blaze); use tools/origin_login_probe.py to read m_isLoggedIn. Everything is volatile across reboot; VAs are stable (base 0x140000000).

Live-state note

Volatile across reboot: cert patches, responders, DNAT, ptrace_scope. tools/autopatch.py re-applies both cert patches automatically to any relaunched FIFA17.exe (VAs are stable). Everything ported here (framing, Heat2, LSX crypto, tags) applies to FIFA 23 (identical wire format).