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Persona 2: Eternal Punishment (PlayStation)
Persona 2: Eternal Punishment |
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Also known as: Persona 2: Batsu This game has debugging material. This game has a prototype article |
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Persona 2: Eternal Punishment is the second half of the Persona 2 duology, and the only one of the two to originally be released outside of Japan.
To do:
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Contents
- 1 Sub-Page
- 2 Innocent Sin Leftovers
- 3 Debug Rooms
- 4 Unused Sprites
- 5 Tatsuya alternative outfit
- 6 Unused Localized Content
- 7 Shop Test Menu
- 8 Debug Patch
- 9 Regional Differences
Sub-Page
Prototype Info |
Innocent Sin Leftovers
Due to the game being built off from Innocent Sin, there's a large amount of content from Innocent Sin that goes unused.
All of the Shrines and burned buildings from Innocent Sin still exist in Eternal Punishment, although unused for story reasons.
Along with that, there's more leftovers such as:
- All of the starter Personas and Ultimate Personas from Innocent Sin except for Maya and Tatsuya goes unused. However there's no leftover of the Innocent Sin version of Artemis, meaning they were removed as to replaced with the Eternal Punishment version.
- Most of Innocent Sin tracks and voiced dialogue are still in game and can be accessed with the use of the debug soundtest. However, the game will crash if you attempt to play Innocent Sin voiced dialogue in the US version. But the most interesting thing is that Innocent Sin battle, Boss, Final Boss, and Knights of the Holy Lance theme are labeled as Old Battle BGM1-4 in the debug soundtest, as they were from the previous title.
The most notable enemies in Innocent Sin known as Nazis are still in the game. They can be seen from changing the enemy sprite with a enemy via battle debug. However, they don't have any of their enemy data as it was removed.
Debug Rooms
In the debug menu via event B, there's a debug room that contain several NPCS for bits about shops and several other features. It also points out that Kataoka made the room and presumably(?) Kuroki as well.
- Shopkeeper NPC 1: Checks for every bit in the game either by TBIT, MBIT, and EBIT. Picking MBIT has the NPC cleverly says "You'll regret it." picking MBIT.
- Shopkeeper NPC 2: Allows you to check every rumor and instantly get 100k yen. Deciding to stop talking to the NPC oddly spouts out tons of number including Tatsuya name.
- Shopkeeper NPC 3: This NPC is called Kaneda whom was one of the developers for the game. You can change events and the party set, whoever you're required to have a certain manual to know the code what to put in. Other option to is pick TV station events.
- NPC 4: This NPC has the sprites of the person who takes Rumors requests. All this does is to enable man search bit requests.
This is a debug room for Wang Long fortune. The song playing in the room is Lunar Palace. There's 3 NPCS that is the CD Shopkeepr, Katsuya, and Ulala.
- CD Shopkeeper: Seems to enable bits that would happen if you had Innocent Sin save data. However picking Metal Jun resets the bits according to the NPC.
- Katsuya: Asks you if you want to run the fortune debug test event. However, it will not run if you don't have a specific code from the manual.
- Ulala: Simply asks you if you want to reset the fortune effect.
Unused Sprites
There's unused placeholder icons for party members that's Jack Frost.
A end screen from a Japanese demo version is in the US version.
Original | Translated |
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本日はアトラスブースに御越しいただき ありはとうございました 続きは製品版でお楽しみください。 |
Thank you for coming by Atlus's booth today. Please continue to play in the retail version. |
The Innocent Sin design of Apollo is still in the game. However unlike other Personas, it doesn't have a ID and only viewable in Unit Viewer, meaning it originally was meant to be seen at some point outside of a battle. It does get used eventually in the PSP remaster of the additional scenario.
Same with Apollo, the Persona Joker uses in Innocent Sin doesn't have a ID but only viewable in Unit Viewer. It doesn't get used in the PSP remaster, however.
Defeated sprite of Philemon.
Defeated sprite of Yukino.
Defeated sprite of Kandori.
Defeated sprite of Chizuru.
The unused portrait of Ginko. It's also used for debug in Innocent Sin and for this title as well.
Kanjis for the Metal Trio and Sudou father hidden in their sprite sheet.
Defeated sprites of Metal Eikichi, Jun, and Ginko.
Unused portrait of Noriko possessed by the JOKER curse. Unlike other characters possessed by the JOKER curse, Noriko's portrait never gets seen during normal gameplay, thus this goes unused.
Sugimoto has a unused sprite sheet of him having the JOKER curse. Despite him having the curse mentioned in the story, he never appears with it.
Tatsuya alternative outfit
There's evidence suggesting Tatsuya was originally meant to keep his Sevens Sisters High School outfit like he did in Innocent Sin.
In FO863.BIN, there's a bunch of portraits for every playable character, however there's 5 portraits for Innocent Sin Tatusya, although they're all of the same one as shown here.
In F0859.BIN, there's portraits used for contacts. There's mysteriously 8, although the 8th portrait is merely now a black square, likely removed. The order for the portraits is:
- Maya
- Ulala
- Katsuya
- Baofu
- Nate
- Ellen
- Tatsuya
- Black Square (Likely removed portrait)
In the sprite sheet for the save icons for the save files when you have certain party members or when you beaten the game with a certain route(Nate or Ellen), there's a unused save icon for Tatsuya in his Innocent Sin outfit, although it's for the latter for beating the game according to the sprite sheet.
In early promotional with phone cards, there's unused art of Tatsuya being in his outfit from Innocent Sin. What makes it more interesting is that it's based from his concept art from Innocent Sin, but redrawn to fit in with Eternal Punishment art.
There's a number of unused animations not seen in the game for the sprite of Tatusya in his Sevens Sisters High School outfit. This includes summoning/using items, attacking, blocking, receiving a ailment, and a victory animation.
Unused Localized Content
Depsite the original PlayStation version of Innocent Sin never being localized, all of the exclusive content that's available when you have Innocent Sin data is still in the North American version, although unused. This includes dialogue from Metal Eikchi and Lisa, along with Yukino and Anna appearing in a flashback.
Shop Test Menu
Using the following Action Replay / GameShark codes in the US version of the game will replace all shop and Velvet Room menus with a test menu that contains almost every possible shop menu selection at once:
D0097000 0200
800971CA AC40
Using the debug patch (see below) will add the "Debug" option to this menu as well, allowing you to change some parameters of whichever shop you're currently visiting.
Debug Patch
Eternal Punishment has some extensive debug features which can be enabled using a patch (in both US and Japanese versions). A well-known English prerelease version of the game has these and several other debug features available by default; while many of them were completely removed in retail versions, some is still present on the disc, but normally inaccessible.
Download Persona 2: Debug Patches
File: persona2debug.zip (8 KB (compressed)) (info)
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Shop Debug Menu
With the patch applied, all shop menus (and the Velvet Room) will have "Debug" as an option at the end of the menu. Selecting it will open a debug menu with various related items.
To do: describe them |
Main Debug Menu
Also, after applying the patch, press Select+Start at nearly any point during the game (starting from the title screen) to access the menu, which has various sub-menus corresponding to the game's multiple programmers. The shoulder buttons can be used to increase/decrease selected values on certain menus.
The menu in the US version of the game is only partially translated; captions that appear at the bottom of the screen when selecting menu items may show unreadable garbage. Also, both the final US and Japanese versions had various debug text removed from the final executable causing a couple of the remaining debug features to have much less useful functionality than they used to.
Michi Menu
The first menu is named for Michishito Ishizuka (credited as system programmer) and contains these options:
- Stable Random (on/off)
- Sound Test: opens a detailed sound test screen
- Movie / Movie Volume: shows FMVs
Sound Test
This sound test allows you to play various sounds (primarily voices), view info about memory usage, and more. Select cycles through the on-screen windows and Start opens a menu allowing you to exit back to the main debug menu (along with a disabled "Load from PC" option).
Aso Menu
The second menu is named for Hisakata Aso (window and shop programmer) and contains these options:
- edit
- Plate Window Color: Allows you to preview various window background styles. Hold L1 to move the window, R1 to resize it, L2/R2 to cycle through window styles, and Select/Start to cycle through window types.
- Event Bit: Not really usable in the final game due to the missing text. The version of the menu in the prerelease build supposedly allows you to load/save and manipulate game data, but the menu doesn't seem fully functional in that version either.
- debug
- Summon Demo Message: view graphics/dialogue of different Personas.
- Name Entry: display the character name entry screen (only works in the Japanese version).
- test
- Font Draw: display font graphics.
- Help/Warning: displays flashing red "error" banner at the top of the screen.
- Message: tests various on-screen text displays.
- List Window: shows a list of items with their buy/sell(?) prices.
- Stationary Graphic: allows you to view various graphics using the D-pad. Pressing Select switches to a screen which lets you test color fades using Up/Down.
- String Input: tests a text entry window.
- Display Effect: tests a screen transition effect, with a now-invisible config menu that uses some removed text. Pressing X and Triangle will play the effect from left to right or vice-versa.
Summon Demo Message
This sprite shows the name, summon message, sprite, and tarot card of a single Persona at a time; you can cycle through them using Left/Right.
In the prerelease version, additional graphics-related debug text is displayed in the upper left corner, which can be expanded by pressing Square.
Font Draw
This screen shows the entire alphabet rendered in one of two fonts. Available controls:
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Message
This screen is mainly for testing dialogue boxes, but also shows several mini-windows and a list of characters near the top of the screen. The US version of this screen also has a "hellow world" [sic] message from programmer Hisakata Aso.
Pressing Square cycles through various filler messages in the dialogue box, which differ in content and quantity between the US and Japanese versions (as well as between the prerelease and final US versions). The current message can be moved around using the D-pad and restarted using R2. Pressing Triangle regenerates the mini-windows behind the character names.
In the prerelease version, pressing X also displays various debugging information.
Kosaka Menu
The third menu is named for Yujiro Kosaka (2D map and command programmer) and contains these options:
- Set Parameter: opens a menu allowing you to modify various game variables
- 2D Map: go to one of the overworld locations (note that attempting to enter a location from the overworld in the final game will cause a crash)
- Command Test: test the ingame menu, load/save menus, and item menu
- Title / StaffRoll / RESULT: show the title screen / credits / end-of-game ranking
Set Parameter
This menu allows you to edit various properties of the currently-loaded game, including money, items, party members, Personas, event flags, and more. The US version of the menu also exclusively features a "Convert" option, presumably to allow importing save data from Innocent Sin, a feature which is normally only available in the Japanese version.
t-sakamo@ Menu
The fourth menu is named for Takumi Sakamoto (event programmer) and contains these options:
- EVENT_GROUP / EVENTA / EVENTB: supposed to allow you to view various cutscenes and other ingame events, but does not work properly in the final game
- NU-DBMENU
- 顔 (face): view character portraits
- ブルブルマッサージ ("buruburu massage"): controller vibration test(?)
- MUSIK: music test
- 数字プレート: numeric window viewer
- バランスシートMAKER ("balance sheet maker"): prompts you to press a button, then dumps a bunch of unknown text to the debug console
- MAP FACTORY: no longer functional
- UNIT VIEWER: allows you to place various sprites in a mockup battle scene
- EFFECTS!!: also no longer functional
Some of the above menu item names are taken from the Japanese version of the menu, due to being mostly illegible in the English version.
Portrait Viewer
This screen shows two character portraits facing each other and allows you to cycle through them using the D-pad (for the left side) and face buttons (for the right side). Pressing Select inverts the colors on both currently displayed portraits and pressing Start returns to the debug menu.
Music Test
This is another sound test screen, this one much simpler than the other and primarily focused on playing music. The "XA" option also allows you to play voice clips.
Numeric Window Viewer
This screen shows a small window with the number 0, allowing you to freely position it on screen and showing its coordinates and various memory-related statistics.
Unit Viewer
The unit viewer allows you to basically create a mockup battle scene with a specific environment/background. Controls:
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To do: write about the unit/effect menus, they're pretty detailed |
Takagi Menu
The fifth menu, named for lead and dungeon programmer Hidetoshi Takagi, contains only the option "GO! Dungeon" which, predictably, allows you to warp to a dungeon of your choosing. In the final builds of this game this doesn't quite work as intended, always placing you out-of-bounds, and the test map listed as option 2F is no longer present and will crash the game if selected.
Katsuyama Menu
The sixth menu is named for Futoshi Katsuyama (battle programmer) and contains battle-related options:
- Battle Start!! - start a battle with the parameters selected below
- Rotation
- LoadSystemType
- BGM Type
- Btl Evt
- Contact
Nagai Menu
The seventh and last menu, named for casino programmer Yasuaki Nagai, allows you to go to one of the casino games. You may wish to give yourself some coins with the Set Parameter menu in order to make the games actually playable.
Regional Differences
- All of the Persona 1 characters in Eternal Punishment retain their names from Persona: Revelations in all versions outside of Japan. Example would be that "Kei" was renamed to "Nate".
- In the Japanese version, if you had save data of Innocent Sin, it would affect mild things in Eternal Punishment. This would include carrying over Tatsuya and Apollo level and stats (such as Apollo being void to dark if you had Innocent Sin data), Tatsuya's and Katsuya's last names changed to the one you named at the beginning of Innocent Sin, cutscenes changing (Anna and Yukino's scenes as an example), slight differences in dialogue (Tatsuya calling Lisa as Ginko instead), along with exclusive items that can only be obtained from having Innocent Sin save data. However, due to Innocent Sin not being localized, all of this goes unused in the US version of the game.
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- To do
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