Notes:Kingdom Hearts II
This page contains notes for the game Kingdom Hearts II.
General
- The Kingdom Save Editor can be used to load into any accessible room in the game reliably on the PS2, PS3, PS4, and PC versions.
- The majority of the game's file types can be opened using OpenKH, an open-source KH modding utility for the PlayStation 2 versions of the game.
- The HD versions of the game contain nearly all of the files from the original game, and as such can be inspected using a combination of OpenKH and modern standard utilities.
Extraction
PlayStation 2 Extraction
- Mount the ISO
- A guide for the rest of the steps can be found here here.
PlayStation 4 Extraction
- Dump a copy of the game
- Download leecherman's PS4 PKG Viewer and use this tool to extract the game's contents. This process takes around 10-15 minutes.
- Extract "kh2_first.psarc" and "kh2_second.psarc" using Noesis. This process takes a considerable amount of time.
- Merge "kh2_first_content" and "kh2_second_content" into the same folder (some theatre mode thumbnail files are repeated, skip those when prompted).
The directories should now look identical to the PlayStation 2 Final Mix version of the game. The files shared between versions are slightly different, with headers pointing to the new HD assets, and the audio files replaced with higher-quality versions compatible with PlayStation 4 hardware.
Windows Extraction
- Download this tool
- In \Kingdom Hearts HD 1 5 and 2 5 ReMIX\Image\en\ (substitute en with the appropriate language code for your region, the Steam release used 'dt' in many languages), drag kh2_first.hed onto KHPCPatchManager.exe
- Repeat the same process for kh2_second.hed, kh2_third.hed, kh2_fourth.hed, kh2_fifth.hed, and kh2_sixth.hed
- Merge the folders this process creates (some theatre mode thumbnail files are repeated, skip those when prompted)
You should now have 2 folders, one called "original" and another called "remastered", which both match the file structure of the PlayStation 2 game. Save for music, voices, & sound effects, the file types in "original" are identical to those in the PS2 version, while those in "remastered" contain updated versions of the files from "original", which can (mostly) be viewed in modern software.
File types
BAR
These are (B)inary (AR)chives, and most of the game's files are stored as BAR files. You can use OpenKH's bar editor to extract most files in the game, but the file types below all have dedicated tools to help visualize and understand them more easily. Files stored as .bar files are often functionally similar to ZIP files, and contain many files which can be again extracted using OpenKH's bar editor.
MAP and ARD
MAP files contain models and textures used to render locations, these can be opened, along with ARD files, using the method below. ARD files contain area data, which can be visualized without extraction via OpenKH's Map Studio by enabling every option in the View menu. They can be edited and saved here as well.
ARD files contain many subfiles including event activators, spawn data (player, enemy, and NPC), and walk paths. A full guide to what is contained within ARD files can be found here
MDLX and MSET
These are the game's model and animation files. Using either KHKH_MDLX (better for animations), Soraiko's MDLX Viewer (better for models), or Noesis with the kingdom_hearts_2_v2 plugin you can open MDLX files.
Note that only KHKH can view MSET files, which are loaded automatically with each model based on their filename. To apply animations to a model, rename either the MDLX or MSET file so that they are both the same. For example, M_EX310_NPC.mdlx would always open M_EX310_NPC.mset with it.
IMD/IMZ/IMGD/TM2/ARC/TEX and font BARs
These can be opened with OpenKH's image viewer. More common file types (such as PNG) can also be opened with this program.
2DD and 2LD
These files are used for HUD icons and UI placement. They must first be extracted with OpenKH's BAR editor. After this, OpenKH's image viewer can be used to view the icons.
PSS
PlayStation 2 video files. These can be opened in VLC media player.
BGM and WD
These are background music and soundfont files. They can be opened with VGMTrans and exported as Midi+SF2 files from this program.
DBG
These contain flag names for the game's debug menu, which can be opened in Notepad.
PAX/DPX/DPD/MAG
These contain texture, effect and image data. They can be opened with Str_Petrichor's KH2 Effect Toolkit.
APDX
These are a variant of BAR files used to store data related to models. They can be extracted with a BAR editor and viewed using one of the respective methods for their file type.
VSB/VAG/IOPVOICE
These files contain voices and audio, in VAG format. They can be extracted using VAGExtractor. However, you'll need to compile the program yourself, & there's no GUI; it only works in Command Line. Once extracted, VAG files can be opened in Foobar2000.
SCD
These are containers for all audio files used in the HD versions, whether they're music, sound effects, or voices. You can open them in Foobar2000.
DDS
These files are the updated textures, used in the PC HD version. Every single texture in the game, whether it be something on a map or Sora's HUD, is now a DDS file. You can open these with a variety of different image-editing software, like Gimp or XnView, though other image editing software might need a plugin to allow opening them.
Directory Structure
Looking for something specific? Below is a list of every subfolder of the /KH2/ directory in the extracted game, and what's contained inside of it.
@noname
Contains various binary data including command menus tied to specifc objects (Skateboarding, Zexion's Book World, etc), motion detectors, background music and sound fonts, and various other things. None of these files are labelled with anything readable. All of the files in this director must first be extracted with OpenKH's BAR Editor, then opened with one of the other tools listed above.
anm
This directory houses animation files (separate from MSET) used for more sophisticated motion than mset files (attacks, reaction commands, cutscenes).
ard
Contains area data (.ard) for every room in the game, and some unused rooms.
bgm
Contains background music (.bgm) and sound font (.wd) files.
dbg
Contains an unused trampoline texture and flag names used in the game's debug menu. Every file in those folder (except the trampoline texture) can be opened in notepad, so ignore file types when browsing this folder.
effect
Contains very few (seemingly random) textures and effects.
event
- The /effect/ subdirectory contains textures and effects used during cutscenes.
- The /layout/ subdirectory contains theatre mode images.
- The /layout/en and other region code subdirectories contain the Atlantica song names and Twilight Town Day countdown translated into various languages.
field2d
Contains all command menu and HUD icons for every world.
file
Contains images, code for minigames, and some of Jiminy's data.
gumibattle
Tons of gummiship data, including maps (.map and .gbx), enemies (.gbx), sound effects (.seb and .wd), tutorials (.imz), and sprites (.bar -> .imz).
gumiblock
Most likely Gummi Ship parts, I have never been able to get them to open.
Gummi Ship Menu/Editor sprites and textures. Many of these need to be exported using OpenKH's BAR Editor.
itempic
Item icons for receiving and viewing icons.
libretto
Various animations and sound effects. Must be extracted using OpenKH's BAR Editor
limit
BAR files containing the appropriate data for the limits labelled. trinity_zz is for solo trinity.
mag
Contains magic data and textures.
map
Contains the game's locations stored as .map files.
- The /jm_photo/ subdirectory contains the images used for Jiminy's Journal when reading about the events which transpired in each world.
- The /shopface/ subdirectory contains the shop icons used for the different party members when in the Moogle Shop.
The main directory contains the following items:
- GUI graphics for the title, pause and save menus (.2ld)
- Face icons used for selecting characters in Jiminy's Journal (.2ld and .fac -> .imd) and other journal graphics (.2ld)
- Various tutorials (.bar -> .imd)
minigame
Contains BAR files with code for each minigame.
movie
In the non-FM version, this directory contains the pre-rendered cutscenes. in FM, they're located in the /OVL/ folder at the root of the extraction (outside the /KH2/ folder). In the Windows version they are located in /Kingdom Hearts HD 1 5 and 2 5 ReMIX/EPIC/juefigs/KH2ReSource/.
msg
Contains button icons, dialog boxes and text for each world (.bar -> .imd). OpenKH's Text Editor can be used to view the text (without extracting it from the .bar) Also contains place.bin, which can be opened with OpenKH's place editor, and can be viewed online here.
msn
BAR files containing code for events ("missions" internally).
obj
Contains model and texture data(.mdlx) and animation files (.mset), and additional data (.apdx).
se
Contains sound effects (.seb) and sound fonts (.wd).
vagstream
Contains streamed music.
voice
- The /battle/ subdirectory contains streamed battle sound effects
- The /event/ subdirectory contains audio files used for cutscenes, events, and other purposes.
- The /gumibattle/ subdirectory contains one streamed audio file.
Other
There are various files without folders in the /KH2/ directory which can either be opened normally, or their purpose is unknown. Below is some additional info about the remaining file types:
- All IDX files stored here are leftovers from the extraction, opening them will show duplicates of the extracted files.
- The binary (.bin) files stored here contain information integral to the game engine, for example 03system.bin contains a list of all abilities, event rewards, and party members in the game, and 00place.bin contains an list of every room in the game.
- There are several files without extensions in the Japanese original, listed below:
- "@0A11C560_39425" is a BAR file which contains motion data
- "@11BC0DEC_23035" is a PAX file
- "@625E55A1_31485" is a BAR which contains only one image of an early gummi ship menu
- "@A9B32D18_21148" is a PAX file
- "@FCA4E99A_5305" is unknown. It is not a BAR file or a sub-type of BAR based on analysis in a hex editor.
- The majority of the rest of the files (and possibly these ones, with proper extensions) found in the Japanese version are stored elsewhere in other releases
Room Modifer Codes
To do:
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Note: The following codes are best used in the Hall of the Cornerstone in Disney Castle while going to the Audience Chamber or else you might get stuck.
Kingdom Hearts II (NA)
Hold R2 while loading a map
E001FDFF 0035B55C 1033E830 0000RRWW
WW = World RR = Room
World 01 = End of Sea 02 = Twilight Town 03 = Destiny Island 04 = Hollow Bastion/Radiant Garden 05 = Beast's Castle 06 = Olympus Coliseum 07 = Agrabah 08 = Land of Dragons 09 = 100 Acre Wood 0A = Pride Lands 0B = Atlantica 0C = Disney Castle 0D = Timeless River 0F = World Map 10 = Port Royal 11 = Space Paranoids 12 = The World That Never Was
Room 00 = First Room/Map of World End of Sea 00 The Dark Margin 01 loop demo Twilight Town 00 The Empty Realm 01 Roxas' Room (Cutscene) 02 The Usual Spot 03 Back Alley 04 Sandlot 05 Sandlot (Struggle Tournament) 06 Market Street Station Heights 07 Market Street Tram Common 08 Station Plaza 09 Central Station 0A Sunset Terrace 0B Sunset Station 0C Sunset Hill 0D The Woods 0E The Old Mansion (Gate Unlocked) 0F Mansion Foyer 10 Mansion Dining Room 11 Mansion Library 12 Mansion The White Room 13 Mansion Basement Hall 14 Mansion Basement Hall (Axel's Ring of Fire) 15 Mansion Computer Room 16 Mansion Basement Corridor 17 Mansion Pod Room 18 On The Train (Cutscene) 19 The Tower 1A Tower ~Entryway~ 1B Tower ~Sorcerer's Loft~ 1C Tower ~Wardrobe~ 1D Tower ~Star Chamber~ 1E Tower ~Moon Chamber~ 1F Tower ~Wayward Stairs~ (1st) 20 Station of Serenity 21 Station of Calling 22 Station of Awakening (Boss) 23 The Mysterial Train (Cutscene) 24 Tunnelway 25 Underground Concourse 26 Tower ~Wayward Stairs~ (2nd) 27 Tower ~Wayward Stairs~ (3rd) 28 Betwixt & Between 29 The Old Mansion (Boss, System Font) Destiny Island 00 Beach (Secret Place) 01 Main Island: Ocean's Road 02 Main Island: Shore Hollow Bastion/Radiant Garden 00 Villain's Vale (Cutscene) 01 The Dark Depths (Heartless Army) 02 The Great Maw 03 Crystal Fissure 04 Castle Gate 05 Ansem's Study 06 Postern 07 Restoration Site (Before Destruction) 08 Bailey (Before Destruction) 09 Borough 0A Marketplace 0B Corridors 0C Heartless Manufactory 0D Merlin's House 0E Castle Oblivion 0F Ansem's Study (Cutscene) 10 Ravine Trail 11 The Great Maw (1000 Heartless) 12 Restoration Site (After Destruction) 13 Bailey (After Destruction) 14 Corridors (Nobodies and Heartless Fighting) Beast's Castle 00 Entrance Hall 01 Parlor 02 Belle's Room 03 The Beast's Room 04 Ballroom 05 Ballroom Hollow Bastion (Boss) 06 Courtyard 07 The East Wing 08 The West Hall 09 The West Wing 0A Dungeon 0B Undercroft 0C Secret Passage 0D Bridge 0E Ballroom (Cutscene, Japanese Logo) 0F Bridge (Boss, System Font) Olympus Coliseum 00 The Coliseum (Minigame) 01 Coliseum Gates (Minigame) 02 Coliseum Gates 03 Underworld Entrance 04 Coliseum Foyer 05 Valley of the Dead 06 Hades' Chamber 07 Cave of the Dead Entrance 08 Well of Captivity (Boss) 09 The Underdrome 0A Cave of the Dead Inner Chamber 0B Underworld Caverns: Entrance 0C The Lock 0D The Underdrome 0E Coliseum Gates (Cutscene, Night) 0F Cave of the Dead Passage 10 Underworld Caverns: The Lost Road 11 Underworld Caverns: Atrium 12 Coliseum Gates (Boss, System Font) 13 The Underdrome (System Font) Agrabah 00 Agrabah 01 Bazaar 02 The Peddler's Shop (Poor) 03 The Palace 04 Vault (Cutscene) 05 Above Agrabah (Boss) 06 Palace Walls 07 The Cave of Wonders Entrance 09 The Cave of Wonders Stone Guardians 0A The Cave of Wonders Treasure Room 0B Ruined Chamber 0C The Cave of Wonders Valley of Stone 0D The Cave of Wonders Chasm of Challenges 0E Sandswept Ruins 0F The Peddler's Shop (Rich) The Land of Dragons 00 Bamboo Grove 01 Encampment 02 Checkpoint 03 Mountain Trail 04 Village 05 Village Cave 06 Ridge 07 Summit 08 Imperial Square 09 Palace Gate 0A Antechamber 0B Throne Room 0C Village (Ruins) 100 Acre Wood 00 The Hundred Acre Wood 01 Starry Hill 02 Pooh Bears House 03 Rabbits House 04 Piglets House 05 Kangas House 06 The Day of a Wind (Minigame) 07 Eye The Collection of Honey (Minigame) 08 Flower Fence Valley (Minigame) 09 The Spookey Cave Pride Lands 00 Pride Rock 01 Stone Hollow 02 The King's Den 03 Wildebeest Valley 04 The Savannah 05 Elephant Graveyard 06 Gorge 07 Wastelands 08 Jungle 09 Oasis 0A Pride Rock (Cutscene) 0B Oasis (Cutscene) 0C Overlook (Cutscene) 0D Peak 0E Scar's Darkness 0F The Savannah (Cutscene, System Font) 10 Wildebeest Valley (Cutscene, System Font) Atlantica 00 Triton's Throne 01 Hiding Place (Minigame) 02 Undersea Courtyard 03 Submarine Open Space (Minigame) 04 The Performance Hall (Minigame) 05 Sunken Ship 06 Wrath of the Sea (Minigame) 07 Seashore (Cutscene, Night) 08 Seashore (Cutscene, Dusk) 09 Wrath of the Sea (Ursula, Minigame) 0A D (Cutscene, Wedding Ship) Disney Castle 00 Audience Chamber 01 Library 02 Colonnade 03 Courtyard 04 The Hall of the Cornerstone (Thorns) 05 The Hall of the Cornerstone 06 Gummi Hangar Timeless River 00 Cornerstone Hill 01 Pier 02 Waterway 03 Wharf 04 Lilliput 05 Building Site 06 Scene of the Fire 07 Mickey's House 08 Villain's Vale (Cutscene) Halloween Town 00 Halloween Town Square 01 Dr. Finkelstein's Lab 02 Graveyard 03 Curly Hill 04 Hinterlands 05 Yuletide Hill 06 Candy Cane Lane 07 Christmas Tree Plaza 08 Santa's House 09 Toy Factory: Shipping and Receiving 0A Toy Factory: The Wrapping Room World Map 00 World Map Port Royal 00 Rampart 01 Harbor 02 Town 03 The Interceptor (Ship's Hold is blocked off) 04 The Interceptor Ship's Hold 05 The Black Pearl (Interceptor next to it) 06 The Black Pearl Captain's Stateroom 07 The Interceptor (No Exits) 08 Isla De Muerta Rock Face (w/ Interceptor) 09 Isla De Muerta Cave Mouth (Can't go to ship) 0A Isla De Muerta Treasure Heap 0B Ship Graveyard The Interceptor's Hold 0C Isla De Muerta Powder Store 0D Isla De Muerta Moonlight Nook 0E Ship Graveyard Seadrift Keep 0F Ship Graveyard Seadrift Row 10 Isla De Muerta Rock Face (w/ Black Pearl) 11 Isla De Muerta Treasure Heap (Cutscene, System Font) 12 The Black Pearl (System Font, Lower Part of Deck) 13 The Black Pearl (System Font, At Helm) 14 The Black Pearl (System Font) 15 The Interceptor (System Font, Ship's Hold is blocked off) 16 The Interceptor (System Font, At Helm and Ship's Hold is blocked off) 17 The Black Pearl: Captain's Stateroom (Cutscene, System Font) 18 Harbor (Cutscene, System Font) 19 Isla De Muerta: Rock Face (Cutscene, System Font) Space Paranoids 00 Pit Cell 01 Canyon 02 Game Grid 03 Dataspace 04 I/O Tower Hallway 05 I/O Tower Communications Room 06 Simulation Hangar 07 Solar Sailer Simulation 08 Central Computer Mesa 09 Central Computer Core 0A Solar Sailer Simulation (Simulation Hangar) 0B Solar Sailer Simulation (Central Computer Mesa) The World That Never Was 00 Where Nothing Gathers (Cutscene) 01 Alley to Between 02 Fragment Crossing 03 Memory's Skyscraper 04 The Brink of Despair 05 The Soundless Prison (Cutscene) 06 Nothing's Call 07 Crooked Ascension 08 Crooked Ascension 09 Twilight's View 0A Hall of Empty Melodies 0B Hall of Empty Melodies 0C Naught's Skyway 0D Proof of Existence 0E Havoc's Divide 0F Addled Impasse 10 Naught's Approach 11 Ruin and Creation's Passage 12 The Altar of Naught 13 Memory's Contortion 14 The World of Nothing (Final Boss Room) 15 Station of Awakening (Cutscene) 16 The World of Nothing (Xemnas' Dragon Boss) 17 The World of Nothing (Chair Xemnas 2 Boss) 18 The World of Nothing (System Font, Chair Xemnas 1's Throne) 19 The World of Nothing (Dragon's Core, System Font) 1A The World of Nothing (Dragon's Laser Barrels Exploding, System Font) 1B The World of Nothing (Cutscene, System Font, Path to Xemnas' Dragon) 1C The World of Nothing (Cutscene, System Font, Path to Xemnas' Dragon 2) 1D The World of Nothing (Altar of Naught, Cutscene, System Font, No Kingdom Hearts)