OpenKh

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

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Kingdom Hearts Birth By Sleep - EXA format (Exusia)

This file is used to display cutscenes or anything that requires camerawork. Kingdom Hearts Birth by Sleep.

Header

Offset Type Field Name Description
0x0 char[4] name File identifier, always exa
0x4 float version It doesn’t seem to affect the cutscene’s playback.

EXUSIA SYSTEM INFO

Right after the header.

Offset Type Field Name Description
0x0 int32 Event Skip Jump Frame  
0x4 int16 Info Flag  
0x6 int16 Movie Number  

Effects

Offset Type Description
0x0 List<char[0x40]>[InfoFlag] List to the full path of the effects

The secondary header starts right after all effects.

EXUSIA RESOURCE INFO

Offset Type Description
0x0 uint32 readWait
0x4 uint8 Number of groups
0x5 uint8 Number of WallPapers.
0x6 uint8 Number of PMO resources loaded.
0x7 uint8 Number of PAM resources loaded.
0x8 uint8 Number of Effect resources loaded.
0x9 uint8 Number of CTD resources loaded.
0xA uint8 Number of sound effect resources loaded.
0xB uint8 Number of voice clip resources loaded.
0xC uint8 Number of BGM resources loaded.
0xD uint8 dummy
0xE uint8 dummy
0xF uint8 dummy
0x10 uint32 Unknown14

EXUSIA MAP AREA INFO

Offset Type Description
0x0 int16 Key Num
0x2 int16 Padding

EXUSIA MAP UNKNOWN

Offset Type Description
0x18 char[4] Always ‘MAP\0’

EXUSIA MAP AREA

Offset Type Description
0x0 char[16] Name of the map the event takes place in.

EXUSIA RESOURCE GROUP

Offset Type Description
0x0 int32 Read Frame
0x0 int32 Destination Frame
0x0 int32 Category ID
0x0 char[16] Label

EXUSIA RESOURCE WALLPAPER

Offset Type Description
0x0 int32 Read Frame
0x4 int32 Destination Frame
0x8 char[16] Texture Name

EXUSIA RESOURCE MODEL

Offset Type Description
0x0 int32 Read Frame
0x0 int32 Destination Frame
0x0 int32 Model Type
0x0 char[16] Name
0x0 char[32] Path

EXUSIA RESOURCE MOTION

Offset Type Description
0x0 int32 Read Frame
0x0 int32 Destination Frame
0x0 int32 Load Flag
0x0 int32 Model Type
0x0 char[16] Name
0x0 char[32] Path
0x0 char[16] Pack

EXUSIA RESOURCE EFFECT

Offset Type Description
0x0 int32 Read Frame
0x4 int32 Destination Frame
0x8 char[32] FEP Name
0x28 char[32] Path

EXUSIA RESOURCE CTD

Offset Type Description
0x0 char[48] CTD File Name

EXUSIA RESOURCE SE

Offset Type Description
0x0 int32 Read Frame
0x4 int32 Destination Frame
0x8 char[16] Name
0x18 char[32] Path

EXUSIA RESOURCE VOICE

Offset Type Description
0x0 int32 Read Frame
0x4 int32 Destination Frame
0x8 char[16] Name
0x18 char[32] Path

EXUSIA RESOURCE BGM

Offset Type Description
0x0 int32 Read Frame
0x4 int32 Destination Frame
0x8 int32 BGM Type
0xC char[16] Name
0x1C char[32] Path

EXUSIA MESSAGE

This one seems to be used in the game more often.

Offset Type Description
0x0 int32 Start
0x4 int32 Trigger
0x8 int32 End
0xC uint32 ID (For the text shown)
0x10 uint8 Select
0x11 uint8 Select Max
0x12 uint8 Start Selection
0x13 uint8 Padding
0x14 uint16 Jump Frame 0
0x16 uint16 Jump Frame 1
0x18 uint16 Jump Frame 2
0x1A uint16 Jump Frame 3

EXUSIA MESSAGE VERSION 1

No usage of this type has been spotted in the games.

Offset Type Description
0x0 int32 Start
0x4 int32 Trigger
0x8 int32 End
0xC uint32 ID (For the text shown)
0x10 uint8 Select
0x11 uint8 Select Max
0x12 uint8 Start Selection
0x13 uint8 Padding
0x14 uint16 Jump Frame 0
0x16 uint16 Jump Frame 1
0x18 uint16 Jump Frame 2
0x1A uint16 Jump Frame 3
0x1C uint16 Jump Frame 4
0x1E uint16 Jump Frame 5
0x20 uint16 Jump Frame 6
0x22 uint16 Jump Frame 7
0x24 int16 Jump Cancel
0x26 int16 Padding

EXUSIA MESSAGE INFO

Offset Type Description
0x0 int16[4] Layer Key Count
0x8 int16 Key Layer Top
0xA int16 Key Layer 2
0xC int16 Key Layer 1
0xE int16 Key Layer 0

Resource definition

It is unknown where this is used. | Offset | Type | Description |——–|——-|———— | 0x0 | uint | Unknown00 | 0x4 | uint | Unknown04 | 0x8 | uint | Padding08 | 0xC | char[16] | Name of the resource. (without extension) | 0x1C | char[32] | Path of the resource.