This is a centralized place for the documentation and other discoveries about the internal working of Kingdom Hearts games.

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AAC Format

AAC stands for Attach Attack Collision.

Responsible for collisions attached to a character’s weapon or anything else that needs to perform a collision check.

Offset Type Description
0x0 char[4] File identifier, always @AAC.
0x4 uint32 Version, 1
0x8 int32 Tag Count
0xC uint32 AAC Data Table Pointer

AAC Data Table

Offset Type Description
0x0 char[12] Motion Name
0xC uint32 Data Table Flag
0x10 uint32 AAC Data Group Count
0x14 uint32 AAC Data Group Pointer

Data Table Flag

Bit Count Description
0 30 Padding
30 1 No Guard Reaction
31 1 BG Hit

AAC Data Group

Offset Type Description
0x0 uint32 Hit Effect Name Pointer
0x4 uint32 Hit Effect FEP Pointer
0x8 uint32 Data Group Flag
0xC int16 Collision Kind
0xE int16 Collision Shape
0x10 int16 Attack Kind
0x12 int16 Attack Number
0x14 uint8 Update Attack ID Interval
0x15 int8[3] Parameters
0x18 int16 Group
0x1A int16 Count
0x1C uint32 Pointer to AAC Data

Data Group Flag

Bit Count Description
0 28 Padding
28 1 No Parent Rotation
29 1 Combo
30 1 No Loop Update Attack ID
31 1 No Attach

AAC Data

Offset Type Description
0x0 uint32 Pointer to Bone 1
0x4 Vector3f Offset 1
0x10 uint32 Pointer to Bone 2
0x14 Vector3f Offset 2
0x20 float Radius
0x24 int16 Start Frame
0x26 int16 End Frame
0x28 float IncAndDecValue
0x2C float Reflect Radius
0x30 int16 Reflect Start Frame
0x32 int16 Reflect End Frame