Persona 2: Innocent Sin (PlayStation)
Persona 2: Innocent Sin |
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Also known as: Persona 2: Tsumi This game has unused areas. This game has a prototype article |
Ring, Ring. It's the Joker. Will you tell him your dreams?
To do:
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Contents
Sub-Pages
Prototype Info |
Unused Graphics Sprites that the developers didn't want you to see. |
Unused Text Stuff the developers didn't want you to see. |
Unused Sounds Rumors couldn't save these voices from being unused. |
Battle Background List Hate the battle background you're fighting on? Learn how to change it here. |
Dialogue Test List View your favorite moments before battles (including unused ones). |
Unused Bosses
There's four unused Bolontiku bosses that go unused. They can be seen shortly before the boss battle starts, which you can only fight five normally. These four share the same stats as the other five, however they have access to all of the dark versions of Ultimate Persona spells, making them more difficult to deal with. It's very likely these were meant to be faced after defeating five of them or possibly used for testing.
There's three pieces of the boss called Devil Joker. All of these pieces have their own unique spell set, including two spells that you never see in the game due to the boss being not being seen as the rumor to trigger them goes unused. Also, due to all pieces not in their correct battle scenario similar to Great Father, the sprite will be invisible and will softlock the game if they attack.
Devil Joker Middle Piece HP: 3558 Str: 35 Vit: 39 Tec: 43 Agi: 37 Luc: 33 Atk: 164 Def: 172 M.atk: 123 M.def: 126 Void to dark Weak to light Spells: Diamond Dust, Perpetual Darkness(unused spell), Curse Contact line: "All shall become nothing!"
Devil Joker left Piece HP: 2500 Str: 35 Vit: 39 Tec: 43 Agi: 37 Luc: 33 Atk: 164 Def: 172 M.atk: 123 M.def: 126 Void to dark Weak to light Skills: Fralia, Zandhain, Chaos Element(unused skill) Contact line: "All shall become nothing!"
Devil Joker right Piece HP: 2000 Str: 35 Vit: 39 Tec: 43 Agi: 37 Luc: 33 Atk: 164 Def: 172 M.atk: 123 M.def: 126 Void to dark Weak to light Spells: Diarama, Hypnotic Wave, Raku-kaja Contact line: "All shall become nothing!"
There's an unused enemy named "R", which has the sprite of Jack Frost but fully black. Its level and stats are all at 1, has no spells, can be easily defeated with one hit, and drops no EXP or items.
Unused Rooms
The time room has an earlier version seen in debug mode, with a statue in place.
A test room to test sprites and animations.
Unused Spells
To do: There was a YouTube video here showing this off that needs replacing. |
There's a large amount of spells that never get used at all, though some were repurposed for Persona 2: Eternal Punishment.
Spell | Effect |
---|---|
Dark Grand Cross |
Inflicts random ailments on all enemies. |
28 Celestial Veils |
Has no effect. |
Happy 7 |
Heals everyone to max health. |
Sasi |
No effect, despite saying you go one on one with the enemy. |
Hellish Flower Blossom |
Deals medium almighty damage to all enemies and inflicts confusion. |
Wheel of Fortune |
Deals high damage to all enemies. Subsequent uses of the spell will deal progressively less damage, eventually dealing no damage at all. |
Wheel of Time |
Has no effect. |
Pluto Guidance |
Has no effect. |
Reserved |
Everyone gets damaged by an Agi spell. |
Summon Friends |
No effect. |
Kumori Kakure no Jutsu |
Makes the party member be transparent. |
Energy Drain(HP) |
Has no effect. |
Energy Drain(SP) |
Has no effect. |
Summon Minions |
Has no effect. |
Water Mirror |
Has no effect. |
Double Blossom |
Has no effect. |
Chaos Element |
Has no effect. |
Perpetual Darkness |
Party members cannot use fusion spells for one turn. |
??? |
Everyone gets hit with a fire spell. |
Reserved |
Everyone receives medium almighty damage. This is the spell Fake Jun Dad used on the real one and his wife before the final boss. |
Reserved |
Everyone gets hit with an expanding clear circle, dealing small almighty damage. |
Reserved |
Multiple circles hit everyone, dealing small almighty damage. |
Battle Debug
A debug leftover to configure battles. The menu itself is invisible due to being removed, however it still retains most of the functionality.
First Option
Allows you to view three more options.
- Party settings: This lets you change your party instantly, their current animation, and change their status effect. Trying to pick Lisa will change the selected party member into Tatsuya and softlock the game if they attack.
- Enemy settings: Allows you to change the enemy to any one in the game, including changing their current animation and status effect. Due to most debug strings removed, it is impossible to change the enemy into bosses. However you can change their sprite into a sprite a boss uses. (Devil Joker and Great Father will only show a piece of their sprite since they're in multiple sprites together.)
- Persona change: These settings allow you to change any enemy into a Persona via changing their sprite, including changing their current animation and status effect.
Second Option
Picking this one leads to four options.
- Load BGM: Would have been used to load music, but doesn't work.
- Save BGM: Would have been used to save music, but doesn't work.
- Run BGM: Either plays or stops the music currently playing.
- Voice Test: Views every voice in the game, and able to either increase or decrease hearing it in battle.
Third Option
Contains one option.
- Magic test: Allows to view every spell animation in the game. However it will instantly crash using it. It does work in the Demo, however.
Fourth Option
Contains one option.
- Battle Background Settings: Changes the battle background and what animation to play in the background as well.
Fifth Option
Contains four options.
- End Battle: Will end the battle, however the game will crash trying to select it.
- Change Battle: Will immediately go to different fights and enemies. However it will simply restart the battle if trying this on a boss fight.
- Dungeon Teleporter: Will teleport to different dungeons. However sometimes you will be placed out of bounds, unable to move.
- Dialogue and Camera test: Allows you to view every voiced dialogue event in the game, including unused ones. Also features a camera test to check the rotation of the battle background.
Sixth Option
Contains three options.
- Bit viewer: Enables to show current bit and IDs being used for the battle. However it is invisible in the final build.
- Change resolution: Will change the resolution to a smaller one. Goes completely unused.
- Battle Engine info: Gives info on the current version battle engine and the person who worked on it.
This code will enable the leftover debug battle functionality:
D0102900 0004 80102900 0006
Shop Test Menu
Using the following Action Replay/GameShark codes will replace all shop and Velvet Room menus with a test menu that contains almost every possible shop menu selection at once:
D0093000 01AC 80093B1E AE60
Debug Patch
Innocent Sin has some extensive debug features which can be enabled using a patch. The sequel has a mostly identical menu, as well as a leaked pre-release build revealing several additional debug features that were more or less completely removed from both that game and probably also this one.
The below patch will enable the debug features, but will not work with Gemini's translation patch:
Download Persona 2 Debug Patches
File: persona2debug.zip (8KB) (info)
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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.
Along with Eternal Punishment, this game had various debug text removed, 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.
- Stable Random - Can be toggled on and 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
To do: Translate everything from the bit editor, if possible. |
The second menu is named for Hisakata Aso (window and shop programmer).
- 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.
- Bit Editor - Not really usable due to missing text. The version of the menu in the pre-release build of Eternal Punishment 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.
- test
- Font - 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.
- name entry - Tests the character name entry screen.
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 Up/Down.
Font
This screen shows the entire alphabet rendered in one of two fonts.
- L2: Reset display (needed for most changes to actually take effect).
- Left/Right: Change horizontal position of text.
- Up/Down: Change number of lines of text displayed on-screen.
- Square: Switch fonts.
- Triangle: Enable/disable drop shadow.
Message
This screen is mainly for testing dialogue boxes, but also shows a list of character names near the top of the screen.
In Eternal Punishment, this screen also draws several miniature text boxes in the background and allows you to cycle through various test messages for the dialogue box. It also shows the unused Lisa portrait as well.
Kosaka Menu
The third menu is named for Yujiro Kosaka, credited as 2D map and command programmer.
- 2D Map - Go to one of the overworld locations. Note that attempting to enter a location from the overworld will cause a crash. The only way to bypass this is to select an overworld location, save the game, reset, and then load the game to continue.
- Command Test - Test the in-game menu, from which you can also load/save a game.
- Set Parameter For Debug - Opens a menu allowing you to modify various game variables.
- Title - Show the title screen (surprise!)
Set Parameter For Debug
This menu allows you to edit various properties of the currently-loaded game, including money, items, party members, Personas, and more. Oddly, you cannot add certain party members this way (such as Yukino) even though they appear in the party menu.
Strangely enough, this does show what the original party lineup was: Tatsuya, Maya, Eikichi, Ginko, and Jun. The final lineup is Tatsuya, Eikchi, Ginko, Maya, and Jun.
But what's most strangely is that Yukino is the 6th party member according to this, rather than it being Jun.
t-sakamo@ Menu
To do: Translate everything from EVENT_GROUP, EVENT_A, EVENT_B, VELVETTE, and Unit viewer. |
The fourth menu is named for Takumi Sakamoto (event programmer) and contains these options:
- EVENT_GROUP / EVENTA / EVENTB / VELVETTE: Supposed to allow you to view various cutscenes and other in-game 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.
- EVENT A/B EDITER / EFFECTS!! / HIT DEBUG!!: Also all no longer functional.
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, while pressing Start returns to the debug menu.
The default image on both sides is a dummy/placeholder image of a character from Shin Megami Tensei: Soul Hackers, which appears several times throughout the selection of images.
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:
- D-Pad: Move cursor.
- L1/R1/L2/R2: Rotate camera.
- Triangle: Show/hide debug info.
- X (US) / Circle (JP): Leads to a Japanese text. Surprisingly, it's actually telling you what character you'll make appear on the map. It goes from 1 to 309. Most of these are sprites you see in the game, however there's some that's notably unused (Devil Joker appearing by ripping Joker in half), with some already used sprites having unused animations. The last one (310) displays all of the weapons in the game in a glitchy mess. Usually this slows the game down heavily or outright crashes it. Most sprites that are Tatsuya after the beginning are usually for placeholders/fail-safe for sprites that don't appear normally outside of a battle or doesn't exist normally at all (such as Great Father).
After selecting a character, pressing X/O brings up a list for what to do with it. You can bring another character in the map by moving the red circle from the other character.
1. Just lets you bring up another character.
2. Repeats the character animation by pressing X/O.
3. Leads to a completely short list of itself. All of these basically turns the head on some characters. The rest will crash the game.
4. Basically turns the characters around if you desire.
5. Use L2 and R2 to turn the characters around.
6. Leads to a different short list. With this, you can make the character run or walk by pressing the red cursor on something. Imagine moving around by clicking.
7. Like 6, but they don't walk via animation.
8. You can make the character jump to an area by moving the cursor over.
9. Changes the lighting on the character.
10. Same as #9.
11. Change colors on the character.
12. Sends you back out of the menu.
13. You can make the sprites have the glow aura that Personas have.
14. Increases the shadow behind their feet.
15. Shows a graph for the area models.
16. Shows a complete list of animations the characters can do.
17. Deletes the model.
- Start: Effects that causes the environment to slightly change.
- TOD: It lets you choose what happens to the environment. Usually they work on certain areas you pick, however they can make the area look odd with the incorrect one.
- AIRTH QUAKE: Causes the area to shake, depending on how from 1 to 7.
- CLUT: Supposedly, changes the color of the area or sprites. It doesn't work at all.
- MODEL BLIGHT: Same thing as CLUT, but now you can see what model is highlighted.
- RASTER_TEST: There's 5 options that messes on how the screen looks.
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. This doesn't quite work as intended, though, always placing you out-of-bounds.
A small, empty test map based on Seven Sisters HS (but much smaller and with no NPCs) is available as option 27, but is not usable from this menu for the same reason as the others.
However, you can change your coords by changing memory at address 800C92A0. There are 3 blocks of 4-byte coords (X,Y,Z). Change it to something like 00 05 00 00 - 00 00 00 00 - 00 F5 FF FF and you can freely explore the dungeons. If you'll get encounter (by opening chests, etc) - game crashes.
Katsuyama Menu
To do: Is it possible to fix this or it cannot work no matter what? |
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
Despite looking like it works, it does not at all. Seemly no matter what you do, you cannot change the enemies (which are the ones you see from the game), nor able to change the music and see the contact options. Attempting to use this without confirming the protagonist name at the name selection will crash the game if you select your Persona. Attempting to load a save file and then going into the battle options either has nothing appear on the battle background, or hard crashes the game.
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.
- Pages missing developer references
- Games developed by Atlus
- Pages missing publisher references
- Games published by Atlus
- PlayStation games
- Pages missing date references
- Games released in 1999
- Games released in June
- Games released on June 24
- Games with unused areas
- Games with unused code
- Games with unused graphics
- Games with unused models
- Games with unused cinematics
- Games with unused music
- Games with unused sounds
- Games with debugging functions
- Games with hidden sound tests
- To do
- Megami Tensei series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
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