Card-subsystem pass, 11 agents plus three adversarial verifiers. Full writeup in docs/plan-2026-08-06-card-subsystem.md. Two of the results below correct things I committed earlier today. THE GREYED-OUT TRANSFER OPTIONS ARE EXPLAINED. "Place on Transfer List" and "List on Transfer Market" have been disabled in the reveal screen and nobody knew why. TO_TRADE_PILE (FUN_1801a7260) requires BOTH item+0x49 tradeable AND a service gate at vtable slot +0x270. That slot is `movzx eax, byte [rcx+0x1fd2e]; ret`, and 0x1fd2e is the tradingEnabled gate byte. Read live and reproduced independently: slot +0x2b0 friendlySeasons disp 0x1fd3a VALUE=1 slot +0x2c8 draftMode disp 0x1fd3d VALUE=1 slot +0x2e0 packOpeningAnim disp 0x1fd45 VALUE=1 slot +0x270 tradingEnabled disp 0x1fd2e VALUE=0 tradingEnabled is the FIRST gate byte found that is not 1. This partly rehabilitates the settings work from this morning: that plan died because every gate it targeted already read 1, and the conclusion drawn was that the settings array does not matter. It does. It matters for a flag nobody was looking at, and tradingEnabled is ALREADY in _SETTINGS_KEEP, plumbed and never sent because _SETTINGS_MODE defaults to off. So the fix is two things, not one: FUT_SETTINGS=keep AND untradeable false. Shipping only the boolean would look like the finding failed. THE DISCARD "MISS" NEVER EXISTED, which correctse3092ca. fcc_discardcoins is resident and complete, the client lookup runs and is correct, and it lands at item+0x3c. The tile simply binds +0x38, which is OUR value, and nothing falls back to +0x3c. So the client was not failing a lookup; it was faithfully displaying the 0 we sent. Same observable, completely different mechanism, and the version ine3092cais wrong. FUT_DISCARD_SEND remains exactly the right fix, now for the right reason. WHAT FUT PAYS FOR STAFF IS NO LONGER UNKNOWN. Same formula, but the rating input is the table `value` column: gkcoachcards 9000081 value 66 gives 36, and the client's own +0x3c reads 36. That closes the gap I flagged ine3092caas not-guessed. CLUB ITEM SUBTYPES, the standing unknown in CARD_SYSTEM.md, are settled: kit 9, stadium 10, badge 11 are cardtype 7 (not 9), ball 30, league logo 31 by elimination. All five constants in fut_clubitems.FAMILIES are wrong and all five currently sit in the TROPHY block 0x91..0x96. Note the probe route the doc preferred could never have answered this: probe_shelf()'s candidate set lacks 9, 10 and 11, so it would have spent a launch and returned nothing for three of five families. THE CARD MODEL FIELD MAP now exists, 28 rows, every field we send with the byte it lands on and whether the client keeps it. Built by diffing what we serve against the parsed records in the live heap (stride 0x180, anchored by a satellite back-pointer rather than by assuming the +0x38 offset). Corrections that change what we serve: +0x54 is the discard LEVEL not itemType, +0x49 is untradeable INVERTED, +0x5c is itemState, definitionId is not an atom at all. A HIGH-CONFIDENCE ABSENCE CLAIM WAS REFUTED IN VERIFICATION: playStyle IS stored, at +0x88. Its controls were raw scalars while playStyle is a DECODED scalar, so the control was the wrong FORM. That is a new variant of the absence trap, which has now cost six wrong verdicts, and it is recorded in the doc. FIX TO MY OWN PATCH frome3092ca: purchased() and last_pack() lacked the _with_discard wrapper that items() had, so the pending pile, which is the one place a quick-sell value is actually read, served unstamped cards. Found by verification, not testing. All three read paths now stamp. Correcting an overstatement ine3092ca: "turning the flag off is a true revert" holds for the read paths, which copy, but NOT for cards minted while armed, because _item() stamps at creation and those persist (9 items currently). Kept deliberately: the pack reveal serves itemList straight from open_pack(), not through purchased(), so removing creation-stamping would leave the screen that matters unstamped. Persisted values are correct and self-heal, since every read recomputes and overwrites. Nothing here has been on screen. Six patches are proposed in the doc as pasteable text, env-flagged, defaulting off, none applied. Live: 439 contract checks, 414 card-family checks, market suite, all pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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.