Persona 3 FES
|Persona 3 FES|
This game has unused code.
This game has a notes page
|...But what does it mean?|
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then
Persona 3 FES is the third installment in the Persona series (part of the larger Megami Tensei series) and the first to be on the PlayStation 2. This version contains both the original Shin Megami Tensei: Persona 3 game and the extra content from the Persona 3 FES expansion disc released in Japan, adding some extra content to the main quest as well as a separate epilogue storyline called The Answer.
- 1 Sub-Pages
- 2 Debug Options
- 3 Graphics
- 4 Unused Models
- 5 Music
- 6 Video
- 7 Cutscenes
- 8 Unused Text
- 9 Code
- 10 Version Differences
| Unused Voice Clips|
Listen...Can you hear the many voices?
Cutscene Debug Menu
Document more of this. There is a lot of stuff to do in these menus.
Add codes for other versions of the game.
A fairly elaborate debug menu remains in this game. You can make your own cutscenes, apply sound effects and BGM, apply graphics to appear during cutscenes, and toggle various settings in this menu. To enable it, apply the code below for your version of the game.
Persona 3 FES USA (SLUS-21621) codes:
Master Code (Only needed for cheat devices used on a console) 90506658 0C14193E Debug Menu Enable 2036E8C4 00000000
Persona 3 FES USA Trade Demo (SLUS-28067) codes:
Master Code (Only needed for cheat devices used on a console) 90509798 0C14258E Debug Menu Enable 2035A2F4 00000000
Persona 3 FES JP (SLPM-66690) codes:
Master Code (Only needed for cheat devices used on a console) 90507258 0C141C3E Debug Menu Enable 2036E7C4 00000000
Persona 3 JP (SLPM-66445) codes:
Master Code (Only needed for cheat devices used on a console) 9050A258 0C14283E Debug Menu Enable 2035A184 00000000
pnach format, for use with PCSX2 (FES USA):
The file must be named 94A82AAA.pnach, and placed within PCSX2's user-related cheat directory. This is typically located at C:\Users\<USERNAME>\Documents\PCSX2\cheats.
With the above code active, enter New Game or enter any area with a cutscene. When the cutscene is playing, or in New Game, press R2. This will take you to the debug menu. Pressing Triangle while in this menu will send you to the cutscene editor window. Pressing Circle will exit out of an option.
While in-game, set this address 211672E0 to 1, you can open a debug menu that allows you to force what state of day you're in as well as changing what day you're on.
- L1/L2 to move state of day.
- L2/R2 to move a month.
- Up/Down to move a week forward/back.
- Left/Right to move a day forward/back.
By using this code, you can add a little debug option in the navigatior menu allowing you to change floors or go back to the entrance at will.
Tactics Debug (NTSC-U) 2083A418 0000000F
There are quite a few graphics leftover from earlier periods of development, including concept sketches.
Temporary Title Screen
A title screen image that was probably used early in the development of Persona 3 as a design placeholder.
Certificate of Marriage
An image depicting a menu where the player could enter a name for what appears to be a certificate of marriage. Mr. Aragaki Shinjiro is typed in.
These are unused placeholder portraits that were left in the game. The final images include more of the body than the earlier versions.
Yukari made it in without any obvious changes.
Aigis had her arm moved up for the final version.
Mitsuru seems unchanged.
Junpei has no line drawings, but the shading does improve in the final image.
Same as before, shading added.
Fuuka's right arm and hand were either not planned to be visible or the concept sketch was really bad at emphasizing them.
Here Fuuka looks almost identical, her collar is the only thing that was changed.
The strap on Akihiko's arm had detail added and a pin was put on his shirt.
Ken's uniform sports the Gekkokan logo in the final where it didn't before. The lace on his sweater has also changed a bit.
They decided to make Shinjiro look angrier at some point.
No changes are obvious for Shinjiro in this one.
Koromaru's stance was changed at some point.
Ryoji made it through the grinder with a minor change: more buttons were added to his shirt.
Keisuke was always planned to grin like an idiot.
Hidetoshi's smile was given the Mona Lisa treatment and made more ambiguous.
Bebe was given his trademark fan at some point and his arms were moved a bit to compensate.
Nozomi looks unchanged.
Unused Persona Portraits
From left to right, Takaya's Persona, Jin's Persona, and Chidori's Persona. They are all seen in-game but their portraits aren't seen.
Unused Cut-In Portraits
There are place holder cut-in portraits in the game's code, some are bigger than the ones in the final game. However, unlike the placeholder portraits, the final ones show less body than the unused ones.
The only difference is that there is a a slight zoom in the earliest one.
But despite the lack of shading the early ones have, they're practically the same.
Yukari originally had a more different eye color and the portrait was more zoomed out.
The earliest one is a lot more zoomed in, unlike in the early and final version.
Both the earliest and the early ones have a huger emphasize with the teeth part and would introduce you to different colors of blue your house would be painted in.
In the early version, the chain necklace was visible while in the final version the necklace wasn't present at all.
Same thing except that there's a lot more zoom in on Junpei in the final version.
The only difference between the two is lighting and the extra zoom-in is not in the final release. The rest remained untouched.
In the same place where cut-in portraits are, there are portraits for Eikichi Mishina from Persona 2: Innocent Sin. Presumably, this was used as placeholders or to test out how Cut-In portraits would work.
Rough Character Sketches
There is a few character rough sketches through out the game's data. Most of these are featured in the collector's edition art book for Persona 3.
Unused Social Link Status Portraits
There are portraits for all of the main male characters. Originally, you were supposed to choose between a male or a female character but was cut out due to time. These could be a remnant of that idea.
Battle UI Mockup
Mockup images have been left in btl\BATTLE\PANEL\BTLPNL.BIN. The first is taken directly from Shin Megami Tensei III: Nocturne.
Main Character's Speaking Icon
This would have been used when the main character would have spoken. However, he never does thus making this unused. Also, for whatever reason it takes an earlier version of Aigis's icon.
For whatever reason, there is a stretched up Eligor portrait in the same files that have all the portrait cut-ins. Unlike the one in the game, this one has more brighter light.
Early Map Location Names
A set of early map location names remain in Persona 3 and FES. Rather than text strings, these names are 2D models contained in data.cvm/FIELD/RMD/M001_003.RMD. The names are accompanied by a compass model, and their placement fit the final game's map quite well. A render of the names superimposed on the map can be seen above. A list of early and final names are listed below for reference.
|Ryouseikan High school||Gekkoukan High|
|Paulownian Mall||Paulownia Mall|
|Gekkoh island station plaza||Port Island Station|
|Minatodai shopping street||Iwatodai Station|
|Kurenomiya shinto shrine||Naganaki Shrine|
An unused placeholder model which can be found in an unused cutscene.
By setting your battle Persona to any of Fuuka's Personas, it will show this Cerberus model in battle instead. This is probably because her models are only shown in cutscenes and are not meant to be used in battle. So instead of making the model suited with animations for that, they just used the Cerberus model from Shin Megami Tensei III: Nocturne as a placeholder instead. This model is not used anywhere else due to Koromaru's Persona being a different version of Cerberus more similar to the one from Digital Devil Saga.
If you want to test this for yourself, use one of these codes to put either Lucia or Juno in your Persona menu.
Put Lucia in Slot 1 10836BAE 000000C8 Put Juno in Slot 2. 10836BE2 000000C9
FOBJ004.RMD, located in data > FIELD > GRMD with other interactable Tartarus/ Abyss of Time objects. It's purpose was most likely to fully heal the party, as the texture included is called "heal_a001_01". This device was likely scrapped in favor of the Tartarus lobby automatically healing the player/ party.
61.ADX is what appears to be a fanfare track from an unknown game.
There are three early versions of The Voice Someone Calls (Tartarus Entrance theme), named 82.ADX, 83.ADX, and 84.ADX.
An early version of Master of Tartarus appears twice as 0601.ADX and BBGM03.ADX. There is also a third copy named 0602.ADX which is missing the first two seconds of the song.
KINPAKU.ADX is The Army of Ultimate Power's Imminent Arrival, from Shin Megami Tensei: Devil Summoner: Raidou Kuzunoha vs. The Soulless Army. "Kinpaku" means "tension" in Japanese.
MAP01.ADX is Tsukudo Cho (Rearrange), from Shin Megami Tensei: Devil Summoner 2: Raidou Kuzunoha vs. King Abaddon.
MAP02.ADX is A Strange World, from Shin Megami Tensei: Devil Summoner: Raidou Kuzunoha vs. The Soulless Army. This song, as well as the other two Devil Summoner songs are exclusive to the FES version of Persona 3.
THEME.ADX is an early and (mostly) instrumental rendition of Burn My Dread.
Inside the game's SOUND folder is a bizarre, unfinished version of P3CT003.SFD, the cutscene introducing Gekkoukan High School. This version uses storyboards for most of its backgrounds. The file is absent from the original Persona 3 release.
By using the cutscene editor, you can access some unused cutscenes. Some are still in Japanese, while others are entirely voiced in English.
Unused Class Introduction
An unused cutscene of the main character being introduced to his class. It's left entirely in Japanese.
Early Hermit Social Link
An early version of the Hermit social link. The early version of Rank 4 is the same as the final version of the first rank. Ranks 6/7 and 8/9 are identical to one another. Later ranks lack proper animations.
An unused cutscene after the protagonist recovers from his Persona awakening where the protagonist talks with his homeroom teacher.
An unused cutscene with Yukari at the dorm after the protagonist recovers from his Persona awakening. According to the sound files, this scene should come before the previous one, but comes afterwards in the files. There are similar oddities in the ordering of sound archives in the early portions of the game.
An unused scene at school, before Junpei joins the team.
An unused scene with Yukari before Akihiko returns to the dorm.
This cutscene is present in the final game, however the line "How marvelous I can't believe the moment has finally come." is nowhere in the final game.
An untranslated, unfinished reversal for the Hanged Man social link.
An untranslated, unfinished reversal for the Moon social link.
Yukari: Oh good, you're here. It's this room. Everybody's waiting inside.
This is a changed line that Yukari would have said when you are first asked to join SEES.
In the final game, Yukari says "Oh! There you are!"
Aigis: Don't worry... I'll always protect you...
This was supposed to be said at the very end of the game, however it was never used because the final cutscene interrupts it.
Additionally, the cutscene says "Don't worry. I will always be by your side, protecting you," instead of this.
1st Monorail Carriage
This was supposed to be in the first Full Moon Operation, where the Priestess boss was.
However since every time the room was used only for cutscenes, the text never gets a chance to be seen without using cheats.
This is a placeholder text for when an area in the game does not have any sort of text.
It can only be found by cheats.
There are a few leftover batch files in various parts of the game:
pakfile per_efc0.seq per_efc0.bin
..\..\..\persona3\program\tools\pakfile.exe .\btleff.txt btleff.bin copy .\btleff.bin ..\..\snd_benc del .\btleff.bin PAUSE
copy msg\msg_souvenir.bmd msg\AGS_msg_souvenir.bmd copy msg\msg_lot.bmd msg\AGS_msg_lot.bmd copy msg\msg_elevator_girl.bmd msg\AGS_msg_elevator_girl.bmd pause pakfile fcl_combine.seq fcl_combine.pak pakfile AGS_fcl_combine.seq AGS_fcl_combine.pak pakfile fcl_accessory.seq fcl_accessory.pak pakfile AGS_fcl_accessory.seq AGS_fcl_accessory.pak pakfile fcl_antique.seq fcl_antique.pak pakfile AGS_fcl_antique.seq AGS_fcl_antique.pak pakfile fcl_company.seq fcl_company.pak pakfile AGS_fcl_company.seq AGS_fcl_company.pak pakfile fcl_drugstore.seq fcl_drugstore.pak pakfile AGS_fcl_drugstore.seq AGS_fcl_drugstore.pak pakfile fcl_weapon.seq fcl_weapon.pak pakfile AGS_fcl_weapon.seq AGS_fcl_weapon.pak pakfile fcl_elevatorgirl.seq fcl_elevatorgirl.pak pakfile AGS_fcl_elevatorgirl.seq AGS_fcl_elevatorgirl.pak pakfile mc.seq mc.pak pause
Several enemies have code that is inaccessible as a result of oversights, or is outright unused:
- Takaya's second encounter (dubbed "AI_Takaya2" internally), as a result of several errors (incorrect bit check, unused bit check, and incorrect conditional), is supposed to have a second phase in which he occasionally use Mahamaon and Mamudoon once he drops below 50% health. However, he instead stays at his first phase the entire fight. This was corrected in Persona 3 Portable.
- During ???'s fight, the AI is supposed to have access to Marakunda, Masukunda, and Matarunda while using Caesar. However, the conditional is inverted. Instead of using the moves when the debuffs aren't active, it instead will use them when inactive, resulting in the moves never being used.
- ???'s fight has an unfinished phase in which it will summon Psyche if Metis is brought to the fight, with the internal title "AI_Shadow_hero_METIS". It will only use Ziodyne with the unused ??? version of Psyche against a random target.
The following AI is, in theory, accessible but is highly improbable due to specific circumstances:
- Jin's second encounter ("AI_Jin2") will (assuming a weakness is present) target an ally's weakness and use skills of that affinity for the fight. However, he targets these affinities in a set priority (Slash > Strike > Pierce > Fire > Ice > Elec > Wind > Light > Dark), and will not use skills of a lower priority as long as an alive ally has a weakness to a higher priority move. As such, assuming no party member dies during the fight (very likely due to how easy the boss is), it is incredibly likely he will only use two moves out of his entire 25+ move kit.
- Divine Mother in Monad has slightly different probability to use its skills if it detects a party member has the Fear ailment, with a 50% chance to use Ghastly Wail. As no enemy in Monad has any means to inflict Fear, it is virtually impossible for this to be triggered.
A single voice line was re-recorded for this version of the game, specifically at the beginning when the Protagonist meets Ikutsuki:
|Persona 3||Persona 3 FES|
|Please forgive the bad pun.||Please forgive the pun.|
Oddly enough, the original line is used in Persona 3 Portable instead of this revised take.