Proto:Persona 5/December 4th, 2015
This is a sub-page of Proto:Persona 5.
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
To do: Everything.
|
A build of the PlayStation 3 version dating back to December 4th, 2015 was dumped on January 19, 2024 following an auction, and thus is the earliest of them. This build predates the final Japanese release by around eight months.
Originally, around 400MB of data (out of 15GB) appeared to have been lost due to a scratch on the disc. Thanks to an identical copy of the disc, the data has been recovered.[1]
The build appears to be mostly finished as the whole game can be played through, but there's a Palace's Treasure trove of cut and changed content, along with a debug mode. The title screen calls this build Alpha 5.
Contents
Sub-Pages
Early Resources
Audio Lots of changed audio. |
Events Some changes in cognition. |
Models Now with test models! |
Animations GIFs incoming! |
Graphics The female protagonist is no longer M.I.A. |
Textures So many real people... |
Areas So many real things... |
Videos A little different from what the truth serum imagined. |
Persona 4 Golden Leftovers The truth is out there! |
General Differences
To do: Move some of this to a separate areas section, and also compare it with the final Japanese version of the game. |
- Most of the Japanese voice acting has been implemented.
- Skipping during events uses the same paper-crumple effect from skipping anime cutscenes. The fast forward effect hasn't been implemented yet.
- The city map shows red exclamation marks with details of story objectives along with blue tarot cards representing confidants rather than just showing the blue tarot cards in the final game.
- There are scrapped events of eating lunch with friends in the cafeteria to increase your confidant bond, such as with Ryuji on 6/7 and 6/17.
- Futaba's room is less of a mess in this build. Rather than having newspapers all over the floor like in the final, she has a small pile of trashbags and two moving boxes full of snacks.
- The chalk drawing and message Joker can write on the chalkboard in the classroom is different, unlike the Phantom Thieves logo in the final.
- The Triple Seven convenience store on central street is instead another store called "Lawson" in this build.
- The prototype was designed with original PS3 hardware in mind and the game hasn't yet been optimized for later models, as running it on the PS3 Slim or Super Slim causes it to load events extremely slowly and lock-up/crash very frequently.
- The prototype natively supports 1080p internal resolution and 60fps. The final game only supports up to 720p and 30fps.
- The title screen is completely different, instead showing an image of Joker and having no music. On the title screen, there are options to skip to after the prologue, the end of each Palace in the game, or before the fight with the Holy Grail. If one of these shortcuts is used, Joker's name will be set as 主人公 主人公 (Shujinko Shujinko), which translates to "Protagonist Protagonist". This name is still used in the final game before the player gives Joker a name.
- Party members' Persona awakenings show them standing in front of their Persona, rather than just showing the Persona evolving as in the final.
- Morgana's Rank 10 event (as well as his Persona, Zorro, awakening into Mercurius) happens on 11/21, right after Sae's interrogation, instead of on 12/23, right before Mementos Depths.
- When skipping to different parts of the game using the main menu, most phantom thieves are set to a default level of 34, besides Haru, Futaba, and Akechi, who are set at level 45, 35, and 54 respectively. During the Kaneshiro arc, the default level is 25, and during the Madarame arc, the default level is 15.
- The game is missing several events around where Joker is interrograted by Sae on 11/20. Notably, the dialogue choices for avoiding the bad ending are also different.
- The "Take Your Time" loading screen graphic is centered instead of being in the corner.
- The progression of the time of day is accompanied by a sound resembling a cuckoo clock.
- The Big Bang Burger mascot has a different design.
- The Morgana car has a quick speed boost that lasts a couple seconds rather than just speeding up when hitting the run button.
- It is impossible to get any further than the looking for information part at the beginning of Shido's palace without editing flags due to the game not loading any interactable NPCs. Additionally, the first Guard Dog of Hades boss fight right when entering Shido's palace for the first time is not implemented yet.
- Getting spotted by a shadow in Mementos Depths and several other palaces after Madarame's uses the Kamoshida alert meter. The Palace ruler alert meter is also glowing red on the right side of the screen as opposed to being in the top left and not glowing in the final game.
- Getting spotted by a shadow puts Joker in the running animation he normally uses when running away from the boulder in Futaba's palace.
- The unused shadow disguise mechanic is implemented in this build of the game. It can be activated by clicking L3 whenever Joker's glove glows red. Interestingly, while this red glowing effect for Joker's glove was scrapped due to the removal of the disguise mechanic in vanilla Persona 5, it makes a return and ends up being used in Persona 5 Royal whenever Joker is able to grapple hook an enemy from a distance.
- Fused Personas do not gain bonus experience through Arcana Burst from Social Link completion. Instead, Arcana Burst allows the player to assign bonus stat points without leveling up the Persona, and the Persona learns a new skill with every 3 points allotted to a stat.
Unused Treasure Chest Code
There's unused code for getting EXP when opening treasure chests. Notably, the code uses the command CALL_WANTED_EXP_PANEL, which is still left in the final game.
dataSet.bat
Located in ps3.cpk/model/camp/
is a file called dataSet.bat. All it does is copy any .GMD and .GAP files in the folder, which in this case is a copy of Joker's pause screen model and an early animation file for it, to ps3.cpk/init/
, which is where the pause screen model and animations used in this build are.
SET DATA_FOLDA=..\..\init @echo モデルデータのコピー copy *.GMD %DATA_FOLDA% copy *.GAP %DATA_FOLDA% @echo off if not %1_ == OFF_PAUSE_ ( pause ) @echo on
SW.BIN
In the swordtrack folder, there's a file called SW.BIN. This file is actually an early EBOOT.BIN, the game's code, dating June 13th, 2014, a year and a half before the December build. This eboot contains a TON of debug symbols (way too many to name all of them), so it was most likely compiled in debug mode rather than release. It also has the files from the P4G folder and the sample folder called. These were removed in the December build's eboot, minus a single file from the sample folder, that being sample/holdup_command.spr.spd
. There is also alot of other files referenced that once existed but were removed or moved to other locations. This build also only has the model/field
directory, which most likely explains the December build's event viewer calling that folder, being a leftover from this build.
sample/sample1.pam P4G/init/cmm.bin (this may have been moved to the "init" folder) P4G/facility/msg_combine.bmd (this may have been moved to the "facility" folder) P4G/facility/msg_combine_lvup.bmd (this may have been moved to the "init" folder) P4G/facility/msg_usercmm.bmd P4G/facility/msg_sklcard.bmd P4G/facility/cmbtalk.arc camp/persona/pst_00a.dds (the Persona icons from the P4G folder used to be located here, or had duplicates, though only 5 were hardcoded) camp/persona/pst_00b.dds camp/persona/pst_00c.dds camp/persona/pst_00d.dds camp/persona/pst_0C9.dds facility/cmbroot.arc facility/elvgirl.arc facility/book.arc facility/costume.arc facility/sklcard.arc init/camp.arc facility/combine.arc facility/msg_item.bmd (this is in P4G's facility folder, so it could of been moved there later. It isn't referenced in SW.BIN) model/character/0070/c0070_001_00.GMD model/character/enemy/em0001.GMD (moved to 0001 folder) model/character/enemy/em0002.GMD (moved to 0002 folder) model/character/enemy/symbol/sym000.GMD model/character/persona/ps0000.GMD (moved to 0000 folder) model/character/event/n1000_00_00.GMD model/character/event/n1001_00_00.GMD model/character/0149/c0149_003_00.GMD model/character/0001/emt0001_051.GAP model/field/f000_004_0.GFS %s%s/movie/mov%03d.pam (according to this, this build possibly supports pam files, so it seems they tested between using pam files and usm files) movie/mov302.pam test/tohyama/psq001.usm test/miyashita/PS3Pad.spd test/kosaka/editor/sphere.GFS test/kosaka/editor/cylinder.GFS test/kosaka/w000.bf test/kosaka/h000.bf test/kosaka/AI_test.GFS test/kosaka/ai_test.NAV test/kosaka/collis_test.GFS test/kosaka/collis_test.COL test/niida/scene/alexandria.GFS test/niida/scene/a_sky.GFS test/kosaka/001_b01.GMD test/niida/scene/alexandria.ENV test/kosaka/path_test3.GFS test/niida/scene/playertest.GMD test/kosaka/bone.GFS test/tohyama/f002_001.CAR test/tohyama/test.spd test/horinouchi/camptop_test.GMD test/horinouchi/campBgDat.uad test/tohyama/mailDataTable.ftd test/tohyama/msg_pcParamChange.bmd test/tohyama/msg_suspicion.bmd test/miyashita/p_cuchulainn.GMD test/niida/ui/f222_003_0.GFS test/niida/ui/menu_c0001_001_A.GMD test/niida/ui/menu_c0001_001_A_line.GMD test/niida/ui/menu_c0001_001_A.GAP test/niida/scene/npc_genchi01.GMD test/niida/scene/npc_genchi02.GMD test/niida/scene/npc_genchi04.GMD test/niida/scene/npc_genchi05.GMD test/niida/scene/npc_genchi06.GMD test/niida/scene/npc_genchi07.GMD test/niida/scene/npc_genchi08.GMD test/niida/scene/npc_genchi09.GMD test/niida/scene/npc_genchi10.GMD test/niida/scene/npc_genchi11.GMD test/niida/scene/npc_rakuda01_stand.GMD test/niida/scene/npc_rakuda01_sit.GMD test/niida/001_b00.GMD test/takeuchi/grass_5.GFS test/takeuchi/bc_tarban.GMD test/takeuchi/tree.GFS test/tohyama/NewProject2.acb test/tohyama/NewProject2.awb test/takeuchi/dump/enemy_memdump.txt test/takeuchi/dump/persona_memdump.txt test/takeuchi/dump/player_memdump.txt test/yonezawa/lifeSimTbl.bin test/yonezawa/lifeSim.bf test/yonezawa/gfs/field_001_002.GFS test/yonezawa/gfs/p3yukari.GFS test/yonezawa/gfs/a_sky.GFS test/yonezawa/image/LensFlareA/LFglow01.dds test/yonezawa/image/LensFlareA/LFglowred.dds test/yonezawa/image/LensFlareA/LFiris01.dds test/yonezawa/image/LensFlareA/LFiris02.dds test/yonezawa/image/LensFlareA/LFiris03.dds test/yonezawa/image/LensFlareA/LFiris04.dds test/yonezawa/image/LensFlareA/LFiris05.dds test/yonezawa/image/LensFlareA/LFiris06.dds test/yonezawa/image/LensFlareA/LFiris07.dds test/yonezawa/image/LensFlareA/LFiris08.dds test/yonezawa/image/LensFlareA/LFiris09.dds test/yonezawa/image/LensFlareA/LFnjring01-.dds test/yonezawa/image/LensFlareA/LFnjring02-.dds test/yonezawa/image/LensFlareA/LFnjring03.dds test/yonezawa/image/LensFlareA/LFnjring04.dds test/yonezawa/image/LensFlareA/LFray01.dds test/yonezawa/image/LensFlareA/LFray02.dds test/yonezawa/image/LensFlareA/LFray03.dds test/yonezawa/image/LensFlareA/LFstreak01.dds test/yonezawa/image/LensFlareB/LFBglowbl01.dds test/yonezawa/image/LensFlareB/LFBglowbl02.dds test/yonezawa/image/LensFlareB/LFBglowbl03.dds test/yonezawa/image/LensFlareB/LFBiris001.dds test/yonezawa/image/LensFlareB/LFBiris002.dds test/yonezawa/image/LensFlareB/LFBiris003.dds test/yonezawa/image/LensFlareB/LFBiris004.dds test/yonezawa/image/LensFlareB/LFBnjring01.dds test/yonezawa/image/LensFlareB/LFBraybl01.dds test/yonezawa/image/LensFlareB/LFBraybl02.dds test/yonezawa/image/LensFlareB/LFBrayring1.dds test/yonezawa/image/LensFlareB/LFBstreak01.dds test/yonezawa/image/LensFlareC/LFCraybl01.dds test/yonezawa/image/LensFlareC/LFCstreak01.dds test/yonezawa/image/LensFlareC/LFnjring02-.dds test/yonezawa/image/LensFilter/lensfilter01.dds test/yonezawa/image/LensFilter/lensfilter02.dds test/yonezawa/image/img0000.dds test/yonezawa/ddsImage/img0000.dds test/yonezawa/minimap/ test/yonezawa/env/snap_shot.ENV test/yonezawa/dungeonSimulator/imgDungeon.dds test/yonezawa/effect/agidin.EPL test/yonezawa/effect/agidin_fil.EPL test/yonezawa/effect/bufdin.EPL test/yonezawa/effect/jiodin.EPL test/yonezawa/effect/be_critical_line.EPL test/yonezawa/model/test_car.GMD test/yonezawa/carPath.FBN test/yonezawa/CutIn/bct_p_bc%04d_%d.dds test/horinouchi/chara.dds test/horinouchi/pst_001.dds test/horinouchi/pst_0bd.dds test/suzuki/p5_trainmap.dds test/suzuki/p5_trainmap_base.dds test/suzuki/p5_trainmap_icon.dds test/hiura/bustup/b%03d_%02d.dds test/hiura/bustup/tie_koma_data_test_01.dds test/hiura/bustup/koma_back_01.dds test/hiura/bustup/koma_back_02.dds test/hiura/bustup/koma_type_01.dds test/hiura/bustup/koma_type_02.dds test/hiura/bustup/bst_chara.dat test/hiura/event/test_mes.bmd test/hiura/event/intervent.bmd test/suzuki/chara.dds test/suzuki/calender.spd test/suzuki/rain_01.dds test/suzuki/camptop_test.GMD test/suzuki/itemshop_test.dds test/suzuki/fclItemModel.uad test/ikeda/wipe/test.dds test/ikeda/wipe/test2.dds test/ikeda/lips/s00.lsd test/ikeda/lips/s02.lsd test/ikeda/lips/s05.lsd test/ikeda/wipe/wipe.GMD test/ikeda/msg/test.bf test/yonezawa/BCD/DataNote.BCD test/yonezawa/BCD/refuge.BCD test/yonezawa/camera/cameraData.txt test/yonezawa/camera/cameraEdtInit.txt test/yonezawa/camera/bes_atc.EPL test/yonezawa/camera/cameraEdtInitCri.txt test/yonezawa/camera/cameraEdtInitEnemy.txt test/suzuki/campBgDat.dat test/suzuki/gunji_UI.GMD test/suzuki/gunji_UI.GAP
Early Character Names
Located in hdd.cpk/P4G/init
is a cmpTable.bin
file, which contains a .BMD message file called camp_msg.bmd
. While this file exists in future builds in ps3.cpk/init/camp.pak
, this version is unique as it contains a name bank and various strings relating to early character names. The first names are confirmed in some included messages that looks to be a test related to interacting with characters by phone.
The namebank is listed below, as well as romanized names and final names:
# | Kanji | Romanized | Final name |
---|---|---|---|
0 | 佐倉 祐吾 | Sakura Yugo | Kitagawa Yusuke |
1 | 高巻 杏 | Takamaki Ann | Takamaki Ann |
2 | 大銅 零次 | Daidou Reiji | Sakamoto Ryuji |
3 | 桜庭 志乃 | Sakuraba Shino | Unknown, but a female given name |
4 | 大沢 諒 | Osawa Ryou | Unknown, possibly Niijima Makoto as 諒 can be read as Makoto |
5 | 畑山 薫 | Hatakeyama Kaoru [2] | Iwai Munehisa |
6 | 郡司 朱実 | Gunji Akemi [3] | Takemi Tae |
7 | 雨宮 律子 | Amamiya Ritsuko | Unknown, potentially a female protagonist given that Amamiya is the protagonist's canon surname |
8 | 町村 美月 | Machimura Mitsuki | Unknown, but female given name |
The test messages are:
system_camp_tel_sel >{X}に連絡を取りますか? > Do you want to contact X? cmp_test_tell_wait >・・・・・・・・・。 cmp_test_tel_yugo もしもし? 今から? 別に構わないよ。 Hello? Now? I don't mind. cmp_test_tel_ann もしもし? 今から? 別に構わないけどー? Hello? Right now? I don't really mind, but—? cmp_test_tel_reiji もしもし? 今から? 別に構わないぜ。 Hello? Now? I don't really mind. cmp_test_tel_shino もしもし? 今から? 別に構わないけど。 Hello? Now? I don't really mind, but... cmp_test_tel_ryou もしもし? 今から? 別に構わないぜ。 Hello? Now? I don't really mind. cmp_test_tel_kaoru もしもし? 今から? 別に構わないよ。 Hello? Now? I don't really mind cmp_test_tel_akemi もしもし? 今から? 別に構わないけど。 Hello? Now? I don't really mind, but... cmp_test_tel_rituko もしもし? 今から? 別に構わないけど。 Hello? Now? I don't really mind, but... cmp_test_tel_mituki もしもし? 今から? 別に構わないけど。 Hello? Now? I don't really mind, but...
Another message file contains a different table of early character names - PL_TALK_01.bmd
, located in data.cpk/battle/talk
. This file contains messages relating to Persona negotiations, and starts off with a table of names for characters involved:
# | Kanji | Romanized | Final name |
---|---|---|---|
0 | 汎用 | Generic | N/A |
1 | 主人公 | Protagonist | Protagonist |
2 | 大銅 零次 | Daidou Reiji | Sakamoto Ryuji |
3 | 高巻 杏 | Takamaki Ann | Takamaki Ann |
4 | 川島 蘭子 | Kawashima Ranko | Okumura Haru |
5 | アリス | Arisu | Unknown, potentially an early name for Morgana |
6 | 緋乃 将馬 | Shouma Hino | Unknown, but female given |
7 | 佐倉裕吾 | Sakura Yugo | Kitagawa Yusuke |
8 | その他 | Misc | N/A |
This build, like the final retail versions, contain references to early character names in the data.cpk/battle
directory, such as in the various datCharaOrder.bmd
or datCooperate.bmd
files:
- Ryuji = Reiji
- Yusuke = Yugo
- Haru = Ranko
- Futaba = Hutaba (a little different due to the pronounciation of the fu/hu sound)
The data.cpk/battle/gui
directory contains four older image files, presumably used as part of the battle interface: