OpenKH Game Engine - Back to Index
The OpenKH Game Engine aims to re-create the same experience for games from Kingdom Hearts 1 to Kingdom Hearts Dream Drop Distance, allowing to mix assets between those games and unleash modding by expanding the source code or from just unchain the games from the hardware limitations of their original hardwares.
As for today, there is only basic support for Kingdom Hearts II and it runs on Windows, Linux and macOS. Even the Raspberry PI is supported.
In its current form the engine needs your original copy of Kingdom Hearts II for PlayStation 2 or PlayStation 4, no matter from which region. OpenKH will never host any of the original game files as they are copyrighted.
Once the assets and configurations are set, run
OpenKh.Game.exe on Windows or
dotnet OpenKh.Game.dll on different operating systems.
From a PlayStation 2 copy
Insert your original game disc in your computer or mount the ISO from your game’s dump. Its content will reveal a bunch of files, but we are interested only in
KH2.IDX. The choice to copy those files in a convenient folder or to ask the engine to load the files directly from the disc is yours. Change the
config.yml to let the game engine knows where is the location of the game’s data.
You can optionally decide to extract the content of
KH2.IMG if you are interested on modding the game’s data as the engine supports loading extracted asset. Please refer to this guide to know more.
From a PlayStation 4 copy
Using PlayStation 4 assets is more complicated, but it leads to better results such as 16:9 support and native support for all the main 5 languages. You would need a way to access to the game’s data, potentially with a jailbroken PlayStation 4, to get the files
kh2_second.psarc. You need to extract those two files and merge their extracted content into the same directory. There are various PSARC extractors you can find using your favourite search engine.
The PlayStation 4 assets uses high-definition textures, but they are currently unsupported as we miss a GNF image decoder. In this case you would need to strip out the HD assets with the command line tool OpenKh.Command.HdAssets. A
dotnet OpenKh.Command.HdAssets.dll path_to_ps4_assets --recursive will just do the trick. Finally change the
config.yml to let the engine know the directory of the game’s data.
The engine creates a file called
openkh.log, where it stores a high degree of debugging information helpful to understand how the game internally works or to understand what caused a crash.
When you access to the CAMP menu by pressing Start you can access to the debug menu by pressing the R2 button, that will convert the option “Config” to “DEBUG”. You can access few useful features such as returning to the title screen, teleporting into a different map or play a cutscene.
The engine configuration is stored in
config.yml, stored in the same directory where the engine’s executable is. If you can not find the file, run the game engine executable once to create it.
dataPath according to the location of your Kingdom Hearts II game’s assets. The assets can be packed as
KH2.IDX or extracted. The default directory is
data. If you desire to use a different name for your IDX and IMG, please modify
Save data support
There is basic save support to load your own Kingdom Hearts II save game. The location of the save data is defined in
savePath and its default value is
save. The engine tracks the latest save used, defined in
lastSave with a default value of
BISLPM-66675FM-00. You can obtain saves by converting your virutal memory card from PCSX2 into a folder or by using uLaunchELF to extract the memory card’s data from your original PlayStation 2 console. Saves form American, European or Final Mix versions of the game are currently supported, not the original Japanese version.
There is a basic mods support that allows the game engine to override the original game assets with the one you defined, leaving the original data folder untouched. Just place the assets following the original game’s structure. For instance,
mod/msg/us/sys.bar will virtually replace the file in
data/msg/us/sys.bar. This is true also if the data assets are loaded from
modPath will define the location of the directory that contains the assets to override. The default directory is
resolutionHeight will set the width and height of the window. When their value is
0 the proper resolution is used accordingly to the game assets, 512x416 for PlayStation 2 and 684x416 for PlayStation 4.
resolutionBoost allows to multiply the internal resolution. It supports floating point values, so for instance you can use a value of
2.5 to boost the resolution from 684x416 to 1710x1040.
isFullScreen is self-explainatory and can accept
false as values. There are no in-game shortcuts to change it.
All the above values takes effect immediately, so you can modify the resolution whiel the game is running.
Currently there is no way to set the framerate as it is locked to your monitor’s refresh rate. The VSync will be always on.
It is possible to force a specific language by using the field
regionId. Its default value is
-1 to automatically set the first language found.
|2||United Kingdom / Australian|
|7||Japanese Final Mix|
If you are using a translated copy of Kingdom Hearts II: Final Mix you will encounter a crash as the game can not distinguish if to use the Japanese or International text encoding. Set
true to mitigate the crash.