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Persona 2: Eternal Punishment |
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Also known as: Persona 2: Batsu This game has debugging material. |
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The psp version was streamlined with lots of UI improvements, plus tatsuya's scenario. It'll prolly be at least a year or 2 before there's a patch, so be patient. 3ds fc - 3625-8580-9519 - Official Trader's Guild member. If it was me, I'd go Persona 5 - Persona 4 Golden - Persona 3 Portable - Persona 1 PSP - Persona 2 Innocent Sin - Persona 2 Eternal Punishment if you want to do the whole thing. Maybe fit in Persona 3 FES's post-game scenario if you want more Persona 3 (you can access it immediately so you can play P3P and then go straight to the post-game. Eternal Punishment is essential a part two that follows up where Innocent Sin left off. Eternal Punishment was only released in Japan. But you can play the game today via an emulator. A group of fans made a translation patch that even makes it possible to do this in English. Is Persona 2 Innocent Sin on PS3? You can buy Persona 2 Eternal. Persona 2 Eternal Punishment English Patch Portable 2 Infinity; Persona 2 Eternal Punishment English Patch Portable 2 Infinity. Phantasy Star iirc phantasy star portable 2 infinity had an obscene piracy rate WatermelonFrost posted. PlayStation Portable PSP Log In to add custom notes to this or any other game.
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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Prototype Info |
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:
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.
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.
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.
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.
Translated |
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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 possesed 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.
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:
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.
Depsite 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.
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.
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) |
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 |
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.
The first menu is named for Michishito Ishizuka (credited as system programmer) and contains these options:
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).
The second menu is named for Hisakata Aso (window and shop programmer) and contains these options:
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.
This screen shows the entire alphabet rendered in one of two fonts. Available controls:
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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.
The third menu is named for Yujiro Kosaka (2D map and command programmer) and contains these options:
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.
The fourth menu is named for Takumi Sakamoto (event programmer) and contains these options:
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.
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.
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.
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.
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 |
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.
The sixth menu is named for Futoshi Katsuyama (battle programmer) and contains battle-related options:
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.
The Megami Tensei series | |
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Megami Tensei | |
NES | Digital Devil Story: Megami Tensei • Digital Devil Story: Megami Tensei II |
SNES | Kyuuyaku Megami Tensei |
Shin Megami Tensei | |
SNES | Shin Megami Tensei • Shin Megami Tensei II • Shin Megami Tensei if... |
PlayStation | Shin Megami Tensei • Shin Megami Tensei II • Shin Megami Tensei if... |
Xbox | Shin Megami Tensei NINE |
PlayStation 2 | Shin Megami Tensei III: Nocturne • Shin Megami Tensei: Nocturne |
Nintendo DS | Strange Journey |
Nintendo 3DS | Shin Megami Tensei IV • Shin Megami Tensei IV: Apocalypse |
Persona | |
PlayStation | Revelations: Persona • Persona 2: Innocent Sin (Prototype) • Persona 2: Eternal Punishment (Prototype) |
PlayStation 2 | Persona 3 (Prototype) • Persona 3 FES • Persona 4 |
PlayStation Portable | Shin Megami Tensei: Persona • Persona 2: Innocent Sin • Persona 3 Portable |
PlayStation 3 | Persona 4 Arena • Persona 4 Arena Ultimax • Persona 5 |
Xbox 360 | Persona 4 Arena • Persona 4 Arena Ultimax |
Nintendo 3DS | Persona Q: Shadow of the Labyrinth • Persona Q2: New Cinema Labyrinth |
PlayStation 4 | Persona 5 • Persona 4: Dancing All Night • Persona 3: Dancing in Moonlight • Persona 5: Dancing in Starlight • Persona 5 Royal • Persona 5 Strikers Bonus Content |
PlayStation Vita | Persona 4 Golden • Persona 4: Dancing All Night • Persona 3: Dancing in Moonlight • Persona 5: Dancing in Starlight |
Nintendo Switch | BlazBlue: Cross Tag Battle • Persona 5 Strikers Bonus Content |
Android, iOS | Persona O.A. |
Windows | Persona 4 Golden • Persona 5 Strikers Bonus Content |
Spin-Offs | |
SNES | Majin Tensei • Majin Tensei II: Spiral Nemesis |
Game Boy (Color) | Revelations: The Demon Slayer • Megami Tensei Gaiden: Last Bible II • Devil Children: Kuro no Sho and Aka no Sho (Black Book & Red Book) • Devil Children: Shiro no Sho (White Book) (Prototype) |
Game Boy Advance | DemiKids Light and Dark (Dark Prototype) • Devil Children 2: Honoo no Sho & Koori no Sho |
PlayStation | Devil Summoner: Soul Hackers |
Sega Saturn | Devil Summoner • Devil Summoner: Soul Hackers |
PlayStation 2 | Digital Devil Saga • Digital Devil Saga 2 • Devil Summoner: Raidou Kuzunoha vs. The Soulless Army • Devil Summoner 2: Raidou Kuzunoha vs. King Abaddon |
PlayStation Portable | Devil Summoner |
Nintendo DS | Devil Survivor 2 |
Nintendo 3DS | Devil Survivor Overclocked • Devil Summoner: Soul Hackers |
Related Games | |
Virtual Boy | Jack Bros. |
PlayStation 3, Xbox 360, Windows | Catherine (Classic) |
PlayStation 4, PlayStation Vita, Nintendo Switch | Catherine: Full Body |
Wii U | Tokyo Mirage Sessions ♯FE |