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Persona 4
Persona 4 |
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Also known as: Shin Megami Tensei: Persona 4 (US/EU/AU) This game has hidden development-related text. This game has a bugs page This game has a Data Crystal page |
Persona 4 is the fifth installment in the Persona series (part of the larger Megami Tensei series) and the second to be on the PlayStation 2. It was a big hit, especially in western territories, and it was enough to create some side games, including two fighting games. It later got an expanded re-release on the PlayStation Vita as Persona 4 Golden.
Contents
Sub-Pages
Bugs |
Resources
Unused Voice Clips There's a lot of them! |
Unused Text Unused (and unrecorded) lines, signs of an unused gas station part-time job, and more! |
Unused Graphics A little less early stuff this time around. |
Persona 3 Leftovers Stuff that was never seen on the Iwatodai school trip. |
Debug Logging
Within the game are two stubbed printf functions which would have logged various background information to a debug unit. This logs information such as files and maps loaded. It would also report errors if any occurred. To re-enable these, apply the below codes.
USA codes: Fix Atlus's printf Function 20440B68 08109132 20440B6C 00000000 Re-enable Debug Error Messages 2043BB48 08109132 2043BB4C 00000000
- Fix Atlus's printf Function calls scePrintf. The function in this game that would print debug messages is useless and doesn't do anything.
- Re-enable Debug Error Messages calls scePrintf to print error messages if any occur. The original function is stubbed.
If you are playing the game on a regular PlayStation 2, you will need to use a TOOL, RDB, or a debug version of OPL to view the logs. If you are playing on an emulator, you can see this information by enabling the option "Show Console". Below is an example of what type of information gets logged.
itfMesMngInitialize() type=0 itfMesMngChangeWindowType() type=0 procedure start <bossroom_downstair> start <bossroom_downstair> shutdown field proc end <bossroom_downstair> free message handle free script memory delete model data =0x13a6b00 delete model data =0x13a3e30 delete model data =0x12987a0 delete model data =0x12b15b0 <<< process tree >>> +-fontMan [0] +-clear ot [10] +-MsgAssist [15] +-CalcMsgMng [15] +-itfMsgEff [15] +-sequence observer [15] +-loadingProc [15] +-bustup [15] +-automatic dungeon [15] +-epl(kosaka) [15] +-epl(kosaka) [15] +-field root [15] +-field camera controler [17] | +-draw cylinder [15] | +-draw spline [15] | +-draw point [15] | +-draw point [15] +-field noise [15] +-field 2d panel [15] +-supporter proc [15] +-field event [15] +-rotate pc [15] +-field filter [15] +-collision controler [15] +-collision update [16] +-renderTex for shadow [16] +-npc control [15] +-epl(kosaka) [15] +-epl(kosaka) [15] +-epl(kosaka) [15] +-delay model(RMD) destro [15] +-delay model(RMD) destro [15] +-delay model(RMD) destro [15] +-delay model(RMD) destro [15] +-DayMonMain [150] +-DayMonDraw [151] +-fadeCalc [152] +-fadeDraw [153] +-effect_crossfade [199] +-effect_epl [199] +-effect_after [199] +-draw scene(linkOt) [199] +-shadow map camera [8] +-nLine [199] +-cmpPartyPanelDraw [199] +-fclBank [200] +-mainDraw(drawOt) [200] +---- showraster --- [300] +-collision controler [15] +-collision update [16] +-renderTex for shadow [16] +-collision controler [15] +-collision update [16] +-renderTex for shadow [16] +-party ai [15] +-collision controler [15] +-collision update [16] +-renderTex for shadow [16] +-party ai [15] +-collision controler [15] +-collision update [16] +-renderTex for shadow [16] +-party ai [15] +-SceneManager Task [16] +-SceneManager Draw [16] +-player icon draw [18] delete model data =0x17b7350 delete field model data =0x1a49960 delete field model data =0x1a49d00 delete field model data =0x1a4aca0 delete field model data =0x1a4b0c0 delete field model data =0x1887a10 delete field res =0x1a83010 delete field hit res =0x12b1ea0 delete field hit res =0x166bec0 delete field hit res =0x12a67c0 delete field hit res =0x1a81550 delete field hit res =0x1a81720 delete field pos res =0x12a6990 delete field pos res =0x1a818f0 delete field pos res =0x1a81a80 delete field pos res =0x1a81c10 delete field pos res =0x1a81da0 delete field pos res =0x1a81f30 delete field pos res =0x1a820c0 delete field pos res =0x1a82250 delete field pos res =0x1a823e0 delete field pos res =0x1a82570 delete field camera res =0x1a870a0 delete field hit res =0x1a82700 delete field hit res =0x1a828d0 delete field hit res =0x1a82aa0 delete field hit res =0x1a82c70 delete field hit res =0x1a82e40 <<< process tree >>> +-fontMan [0] +-clear ot [10] +-MsgAssist [15] +-CalcMsgMng [15] +-itfMsgEff [15] +-sequence observer [15] +-loadingProc [15] +-bustup [15] +-automatic dungeon [15] +-epl(kosaka) [15] +-epl(kosaka) [15] +-DayMonMain [150] +-DayMonDraw [151] +-fadeCalc [152] +-fadeDraw [153] +-effect_crossfade [199] +-effect_epl [199] +-effect_after [199] +-draw scene(linkOt) [199] +-shadow map camera [8] +-nLine [199] +-cmpPartyPanelDraw [199] +-fclBank [200] +-mainDraw(drawOt) [200] +---- showraster --- [300] +-delay model(RMD) destro [15] +-delay model(RMD) destro [15] +-delay model(RMD) destro [15] +-delay model(RMD) destro [15] before = 0 after = 0 k_fldResource.c 158 #### REQ CDVD = ##field/pack/f044_000.p00## mdlManager.c 6022 #### REQ CDVD = ##model/pack/bc001.pac## mdlManager.c 6022 #### REQ CDVD = ##model/weapon/wp024.RMD## mdlManager.c 6022 #### REQ CDVD = ##model/pack/bc007.pac## mdlManager.c 6022 #### REQ CDVD = ##model/weapon/wp0C5.RMD## k_fldUnit.c 477 #### REQ CDVD = ##field/script/naoto.bf## mdlManager.c 6022 #### REQ CDVD = ##model/pack/bc004.pac## mdlManager.c 6022 #### REQ CDVD = ##model/weapon/wp068.RMD## k_fldUnit.c 477 #### REQ CDVD = ##field/script/yukiko.bf## mdlManager.c 6022 #### REQ CDVD = ##model/pack/wp08E.pac## k_fldUnit.c 477 #### REQ CDVD = ##field/script/tae.bf## #### READ END = ##VOL:„FIELD„PACK„F044_000.P00## Scene data load... k_fldResource.c 201 #### REQ CDVD = ##field/pack/f044_000.p01## #### READ END = ##VOL:„MODEL„PACK„BC001.PAC## bc001_mauth_t01 filter mode = 2 ref = 1 bc001_eye_t01 filter mode = 2 ref = 1 bc001_hair_t01 filter mode = 2 ref = 1 bc001_foot_t01 filter mode = 2 ref = 1 bc001_face_t01 filter mode = 2 ref = 1 bc001_body_t01 filter mode = 2 ref = 1 megane_t02 filter mode = 2 ref = 1 bc001_megane_t01 filter mode = 2 ref = 1 card_p filter mode = 2 ref = 1 card_b filter mode = 2 ref = 1 remove tex bc001_mauth_t01 ref = 2 remove tex bc001_eye_t01 ref = 2 remove tex bc001_hair_t01 ref = 2 remove tex bc001_foot_t01 ref = 3 remove tex bc001_face_t01 ref = 2 remove tex bc001_body_t01 ref = 4 remove tex megane_t02 ref = 2 remove tex bc001_megane_t01 ref = 3 remove tex card_p ref = 2 remove tex card_b ref = 2 #### READ END = ##VOL:„MODEL„WEAPON„WP024.RMD## amenomurakumo_t01 filter mode = 2 ref = 1 remove tex amenomurakumo_t01 ref = 2 #### READ END = ##VOL:„MODEL„PACK„BC007.PAC## bc007_mauth_t01 filter mode = 2 ref = 1 bc007_eye_t01 filter mode = 2 ref = 1 bc007_foot_t01 filter mode = 2 ref = 1 bc007_face_t01 filter mode = 2 ref = 1 bc007_hair_t01 filter mode = 2 ref = 1 megane_t02 filter mode = 2 ref = 2 bc007_megane_t01 filter mode = 2 ref = 1 bc007_body_t01 filter mode = 2 ref = 1 card_p filter mode = 2 ref = 2 card_b filter mode = 2 ref = 2 remove tex bc007_mauth_t01 ref = 2 remove tex bc007_eye_t01 ref = 2 remove tex bc007_foot_t01 ref = 3 remove tex bc007_face_t01 ref = 2 remove tex bc007_hair_t01 ref = 3 remove tex megane_t02 ref = 3 remove tex bc007_megane_t01 ref = 3 remove tex bc007_body_t01 ref = 6 remove tex card_p ref = 3 remove tex card_b ref = 3 #### READ END = ##VOL:„MODEL„WEAPON„WP0C5.RMD## wp_blackhole filter mode = 2 ref = 1 remove tex wp_blackhole ref = 6 #### READ END = ##VOL:„FIELD„SCRIPT„NAOTO.BF## #### READ END = ##VOL:„MODEL„PACK„BC004.PAC## bc004_eye_t01 filter mode = 2 ref = 1 bc004_mauth_t01 filter mode = 2 ref = 1 bc004_hair_t01 filter mode = 2 ref = 1 bc004_foot_t01 filter mode = 2 ref = 1 bc004_face_t01 filter mode = 2 ref = 1 bc004_body_t01 filter mode = 2 ref = 1 megane_t02 filter mode = 2 ref = 3 bc004_megane_t01 filter mode = 2 ref = 1 card_p filter mode = 2 ref = 3 card_b filter mode = 2 ref = 3 remove tex bc004_eye_t01 ref = 2 remove tex bc004_mauth_t01 ref = 2 remove tex bc004_hair_t01 ref = 3 remove tex bc004_foot_t01 ref = 3 remove tex bc004_face_t01 ref = 2 remove tex bc004_body_t01 ref = 4 remove tex megane_t02 ref = 4 remove tex bc004_megane_t01 ref = 3 remove tex card_p ref = 4 remove tex card_b ref = 4 #### READ END = ##VOL:„MODEL„WEAPON„WP068.RMD## gensyonoumi filter mode = 2 ref = 1 remove tex gensyonoumi ref = 4 #### READ END = ##VOL:„FIELD„SCRIPT„YUKIKO.BF## #### READ END = ##VOL:„MODEL„PACK„WP08E.PAC## bc003_mauth_t01 filter mode = 2 ref = 1 bc003_eye_t01 filter mode = 2 ref = 1 bc003_hair_t01 filter mode = 2 ref = 1 bc003_foot_mose filter mode = 2 ref = 1 bc003_face_t01 filter mode = 2 ref = 1 bc003_body_t01 filter mode = 2 ref = 1 bc003_megane_t02 filter mode = 2 ref = 1 bc003_megane_t01 filter mode = 2 ref = 1 card_p filter mode = 2 ref = 4 card_b filter mode = 2 ref = 4 remove tex bc003_mauth_t01 ref = 2 remove tex bc003_eye_t01 ref = 2 remove tex bc003_hair_t01 ref = 3 remove tex bc003_foot_mose ref = 3 remove tex bc003_face_t01 ref = 2 remove tex bc003_body_t01 ref = 3 remove tex bc003_megane_t02 ref = 2 remove tex bc003_megane_t01 ref = 3 remove tex card_p ref = 5 remove tex card_b ref = 5 #### READ END = ##VOL:„FIELD„SCRIPT„TAE.BF## #### READ END = ##VOL:„FIELD„PACK„F044_000.P01## f044_wall_deco02 filter mode = 2 ref = 1 f044_roadstone filter mode = 2 ref = 1 f044_wall_panel filter mode = 2 ref = 1 f044_wallbase filter mode = 2 ref = 1 f044_sidesteps filter mode = 2 ref = 1 f044_wall_deco filter mode = 2 ref = 1 f044_doorsaku filter mode = 2 ref = 1 f044_grass filter mode = 2 ref = 1 f044_gake filter mode = 2 ref = 1 f044_gakekusa filter mode = 2 ref = 1 s_chari_01 filter mode = 2 ref = 1 f044_door filter mode = 2 ref = 1 f044_rainbow filter mode = 2 ref = 1 f044_water filter mode = 2 ref = 1 f044_flower filter mode = 2 ref = 1 f044_cloud filter mode = 2 ref = 1 dummy_dangion_floor filter mode = 2 ref = 1 dummy_dangion_wall filter mode = 2 ref = 1 f044_bloom_pink filter mode = 2 ref = 1 f044_ivy filter mode = 2 ref = 1 f028_002_wood filter mode = 2 ref = 1 f044_bloom_blue filter mode = 2 ref = 1 remove tex f044_wall_deco02 ref = 17 remove tex f044_roadstone ref = 11 remove tex f044_wall_panel ref = 8 remove tex f044_wallbase ref = 33 remove tex f044_sidesteps ref = 21 remove tex f044_wall_deco ref = 5 remove tex f044_doorsaku ref = 4 remove tex f044_grass ref = 9 remove tex f044_gake ref = 7 remove tex f044_gakekusa ref = 8 remove tex s_chari_01 ref = 7 remove tex f044_door ref = 7 remove tex f044_rainbow ref = 4 remove tex f044_water ref = 3 remove tex f044_flower ref = 9 remove tex f044_cloud ref = 3 remove tex dummy_dangion_floor ref = 1 remove tex dummy_dangion_wall ref = 1 remove tex f044_bloom_pink ref = 2 remove tex f044_ivy ref = 3 remove tex f028_002_wood ref = 3 remove tex f044_bloom_blue ref = 2
Debug Mode
To do: Document this better and document which menus do and don't work in the US version, also document the hex numbers for the menu options in the japanese version to avoid the debug menu staying on screen. Also document what the debug options do. |
In the Japanese release of the game, there exists a debug menu, the menu is a little broken since the menu gets stuck on screen and inoperable once you select an option but works otherwise. This was removed in the US release of the game, although you can still access some of the menu options. The menu options were also translated in the US version, but not the sub menus.
To access the menu in the Japanese version, use code 205F0AD4 00102D10, this will replace the game start sequence with the debug menu sequence. There are also some hidden debug menu options, which you can enable by setting the byte 4 lines below the debug menu option name from a 00 to a 01. (01 enables it, 00 turns it off). Doing this also lets you see that this debug menu has an otherwise unseen scrolling feature
In the US version this Debug menu was removed, though, you can still access the menu options with this code 205DD4D4 00xxxxxx (Also replaces game start sequence), some of these don't work in the US version
Replace xxxxxx with the corresponding hex numbers. FIELD (EVENT) VIEW - 170570 DUNGEON VIEW - 170630 DUNGEON EDITOR - 1706F0 LARGE MAP DEBUG - 1707E0 BATTLE - 102E70 SCRIPT VIEWER - 102F10 EVENT - 102FE0 FIELDïŸ - 170220 TOOL EVENT - 170350 DUNGEON - 1704A0 LARGE MAP - 1707B0 FOOD COURT - 1708A0 KOSAKA - 18E340 TOHYAMA (MOVIE) - 143B70 NIIDA - 246620 YAJI - 1030A0 NOWATARI - 103150 MIWA - 2466D0 IMANISHI (STAFF) - 38DD60 SAMPLE - 102DC0 WEAPON STORE - 103200 ITEM STORE - 1032C0 COMBINE - 103380 CALENDAR MAIN - 1211B0 CALENDAR (RESTART) - 121A20 START GAME - 124240 (Code replaces this) NAME ENTRY - 103510 MOVIE - 103440 MEMORY CARD BOOT CHECK - 102C50
Unused Models
A test model made of cubes named DOBJ000. It can be found in data.cvm\FIELD\GRMD.
A simple cylinder model named "base".
A dummy model with bones and joints. Its file name is "editor". This is actually a default biped model for use with the programs CAT (Character Animation Toolkit) and 3ds Max.
An unused white shadow model found within a number of unused dungeon maps. Shadows are normally colored dark purple. These white shadow encounters contain 5 Stasis Giant enemies.
Unused Music
The "Burn My Dread -Reincarnation: Persona 3-" album version of "Deep Breath Deep Breath" is oddly not a Persona 3 leftover.
An unknown dummy loop found inside the files of the game.
Unused Videos
Unused | Final |
---|---|
An unused version of the credits background video was left in the game, named P4SR.SFD. It contains the following differences:
- Character portraits aren't finalized.
- Persona portraits are sketch versions.
- There is no audio track.
- Anime cutscenes are substituted with the TV transition video, and "dummy anime" text on the bottom right.
- Characters are presented in a different order.
- Teddie's character portrait is different.
Unused | Final |
---|---|
Yu Narukami Yukiko Amagi Chie Satonaka Yosuke Hanamura Naoto Shirogane Rise Kujikawa Kanji Tatsumi Teddie |
Yosuke Hanamura Chie Satonaka Yukiko Amagi Kanji Tatsumi Rise Kujikawa Naoto Shirogane Teddie Yu Narukami |
Unused Personas
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Check over things and document anything else noteworthy. |
The Persona used by the true killer in their boss battle, Magatsu-Izanagi, exists in the game data as an unfinished Persona of the Fool Arcana. It has stats similar to those used in its boss battle, but no skills programmed. It also has no description listed in the Compendium. In Persona 4 Golden, he was added as a full-fledged Persona usable by the protagonist, but reclassified under the Hunger Arcana.
There are 4 blank dummy Persona slots: 02B, 034, 0B4, and 0B5. These (as well as the dummy slots at the end after all the other Personas) appear as Fool Personas with no data, using the portrait of Ongyo-Ki and the 3D model of Slime. They can be used in regular fusion as Fool cards.
There are six "Debug Personas", named DBG35, DBG45, DBG55, DBG65, DBG75, DBG85. 35 has all stats at 22, 45 has all stats at 28, 55 has all stats at 34, 65 has all stats at 40, 75 has all stats at 46, and 85 has all stats at 52. Their level is the same as their number.
There are also two unused Personas with untranslated names in the English version: Black Izanami (é»ă€ă¶ăă, ID 0E0) is a level 1 Fool arcana with no resistances, 3 strength, 2 magic/endurance/luck, and 99 agility, with the default Izanagi moveset (Zio, Slash, and Rakukaja). It uses an invisible persona model and Ongyo-Ki's art. Ookami (性ç„, ID 0E1) has the skills Infinite endure and Myriad Truths (used in the Izanami fight), and it uses Izanagi-no-Okami's model and Ongyo-Ki's art.
Unused Enemies
This page or section needs more images. There's a whole lotta words here, but not enough pictures. Please fix this. |
The Maya enemies from Persona 3 are still in the game and retain their models and animations, but they all have dummy default values and no skills. There are also four additional Basalt enemies that do have actual values programmed in, as well as a monster used for testing rare golden Shadows.
Hex ID | Name | Arcana | Level | Max HP | Max SP | Weak To | Resists | Nulls | Repels | Absorbs | Skills |
---|---|---|---|---|---|---|---|---|---|---|---|
01 | Cowardly Maya | Magician | 1 | 30 | 21 | ||||||
15 | Merciless Maya | Priestess | 1 | 30 | 21 | ||||||
2A | Frivolous Maya | Empress | 1 | 30 | 21 | ||||||
3E | Haughty Maya | Emperor | 1 | 30 | 21 | ||||||
53 | Indolent Maya | Hierophant | 1 | 30 | 21 | ||||||
68 | Insidious Maya | Lovers | 1 | 30 | 21 | ||||||
7E | Ill-fated Maya | Chariot | 1 | 30 | 21 | ||||||
94 | Visceral Maya | Strength | 1 | 30 | 21 | ||||||
3E | Desirous Maya | Hermit | 1 | 30 | 21 | ||||||
AA | Submissive Basalt | Hermit | 55 | 161 | 250 | Fire | Physical, Almighty | Electricity | |||
BF | Imprudent Maya | Fortune | 1 | 30 | 21 | ||||||
C0 | Accidental Basalt | Fortune | 55 | 233 | 250 | Electricity | Physical, Almighty | Fire | |||
D3 | Bigoted Maya | Justice | 1 | 30 | 21 | ||||||
D4 | Covicted Basalt | Justice | 72 | 254 | 293 | Fire | Physical | Pulinpa | |||
E7 | Devious Maya | Hanged Man | 1 | 30 | 21 | ||||||
E8 | Oppressive Basalt | Hanged Man | 65 | 180 | 276 | Ice | Physical | Light, Dark | Last Resort | ||
FE | Test Rare | Magician | 99 | 50 | 100 |
Unused Items
As a result of unused enemies (see above) having crafting materials, several items are impossible to acquire. Some crafting items do not actually have valid enemies from which to drop. Selling these items to Daidara do not yield any new shop items, and they all have a value of 0 unless otherwise specified.
- Coward's Orb - Part of Cowardly Maya.
- Brutal Orb - Part of Merciless Maya.
- Bluff Mask - Mask of Corrading Ruler.
- Orb of Vanity - Part of Frivolous Maya.
- Birdcage Key - Key from Divine Messenger.
- Orb of Pride - Part of Haughty Maya.
- Fruit of Love - Chivalrous Messenger part.
- Orb of Sloth - Part of Indolent Maya.
- Malice Fragment - Part of Nebula Messenger.
- Orb of Betrayal - Part of Insidious Maya.
- Loose Parts - Part of Dream Messenger.
- Breakdown Orb - Part of Ill-fated Maya.
- Genuine Orb - Part of Visceral Maya.
- Orb of Greed - Part of Desirous Maya.
- Submissive Shard - Part of Submissive Basalt. (Worth 550 yen)
- Error-Prone Orb - Part of Imprudent Maya.
- Accident Crystal - Part of Accidental Basalt. (Worth 550 yen)
- Conviction Orb - Part of Bigoted Maya.
- Bias Crystal - Part of Convicted Maya. (Yes, it is spelled correctly in the item description and incorrectly in the enemy name list. Worth 630 yen)
- Sacrifice Orb - Part of Devious Maya.
- Oppression Shard - Part of Oppressive Basalt. (Worth 630 yen)
There are also unused equipment items lying around too:
- Bare Hands - Pure fisticuffsmanship. (Teddie weapon, 1 Attack and 1 Hit)
- Worn Evil Eye - Dried Evil Eye
- Marksman Eye 1 - Raises Hit Rate by 10%.
- Marksman Eye 2 - Raises Hit Rate by 20%.
- Marksman Eye 3 - Raises Hit Rate by 30%.
- Marksman Eye 4 - Raises Hit Rate by 40%.
- Marksman Eye 5 - Raises Hit Rate by 50%.
- Old Prayer Beads - Several broken beads.
- Sight Beads 1 - Raises Evasion Rate by 10%.
- Sight Beads 2 - Raises Evasion Rate by 20%.
- Sight Beads 3 - Raises Evasion Rate by 30%.
- Sight Beads 4 - Raises Evasion Rate by 40%.
- Sight Beads 5 - Raises Evasion Rate by 50%.
- Fire Bangle - Increases Fire damage by 25%.
- Agni Bangle - Increases Fire damage by 50%.
- Ice Bangle - Increases Ice damage by 25%.
- Varuna Bangle - Increases Ice damage by 50%.
- Thunder Bangle - Increases Electricity damage by 25%.
- Indra Bangle - Increases Electricity damage by 50%.
- Wind Bangle - Increases Wind damage by 25%.
- Vayu Bangle - Increases Wind damage by 50%.
Oddities
- Every dungeon in the game has dummy floors up to the next ID multiple of 10, these are usually unnamed, however Yomotsu Hirasaka has paths 10-13 named, despite path 9 being the final floor.
- Usually unused floors contain no shadow data and only spawn default white shadows in side rooms, however some floors have shadow encounter data, like the last dummy floor of Yukiko's Castle (ID 019)
- The protagonist has a default name, being äž»äșșăć Ź in the japanese version (translates to "Main Character"), you can't see this normally in-game, though. In the english version, it shows up as a square
- With the unused dummy personas, persona in the slot 0D0 is named as 0D1, this goes on with 0D1 being 0D2 until 0D3, where it's named 0D4 and 0D4 being also named 0D4
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