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Proto:Persona 5/December 4th, 2015

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This is a sub-page of Proto:Persona 5.

This cactus is UNDER CONSTRUCTION
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.
Hmmm...
To do:
Everything.
  • Move the content present in this build from the February page to here.
  • Models
    • Lots and lots of Persona 4 Golden leftovers, portraits and all
  • Audio
    • Cover the rest of the songs.
    • Any early Japanese voice acting takes?
  • Events
    • Ryuji getting beaten up scene
  • Game Mechanics
    • "Seeds of Doubt" mechanic. Not used in this build, but there are quite a few leftovers (text, models, etc.).
  • Known unused content that's missing files in final release
    • Basically unused content that we know existed but is missing files in the final release. For example there's text for an unused event in the final that explicitly mentions it's made for "December α", but the event files that would use this text are missing.
P5title.png

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.

Sub-Pages

Early Resources

SoundIcon.png
Audio
Lots of changed audio.
Blank.png
Events
Some changes in cognition.
Blank.png
Models
Now with test models!
Blank.png
Animations
GIFs incoming!
P5 Dec42015AkageCutin.png
Graphics
The female protagonist is no longer M.I.A.
P5 RisePoster2Dec42015.png
Textures
So many real people...
P5 waterroom map.png
Areas
So many real things...
MovieIcon.png
Videos
A little different from what the truth serum imagined.
P5 p4g dec2015 c card15.png
Persona 4 Golden Leftovers
The truth is out there!

General Differences

Hmmm...
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.

(Source: DeathChaos25)

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: