Persona 2 Eternal Punishment Psp English Patch

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  1. Persona 2 Eternal Punishment Psp English Patch Download
  2. Persona 2 Eternal Punishment Psp English Patch Version
Persona 2: Eternal Punishment

Also known as: Persona 2: Batsu
Developer: Atlus
Publisher: Atlus
Platform: PlayStation
Released in JP: July 29, 2000
Released in US: December 22, 2000

This game has debugging material.
This game has a hidden sound test.

This game has a prototype article

Innocent Sin is the first part of the Persona 2 duology, of which, is a sequel to the original Persona. Before the release of the PSP remake in 2011, Innocent Sin used to have the reputation as the only untranslated entry in the Persona series, despite Atlus USA bringing Eternal Punishment (the second part) to America in 2000. Persona 2: Eternal Punishment, known as Persona 2: Punishment in Japan, is the third game in the Persona series, following Persona 2: Innocent Sin as the second chapter of an overarching story. It was originally released on the PlayStation, and was released on the PlayStation Store for PlayStation Portable, PlayStation Vita and PlayStation 3 as a classic. Eternal Punishment received a. For Persona 2: Eternal Punishment on the PlayStation, a GameFAQs message board topic titled 'Fan Translation of the PSP version being developed'. Main / Music / Persona 2 eternal punishment psp english iso Persona 2 eternal punishment psp english iso download. Persona 2: Eternal Punishment - PSP Sony PSP Product information ASIN B007F8ISCC Customer Reviews: 4.4 out of 5 stars 42 ratings. Translate all reviews to English. Baldi%27s basics mac.

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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:
  • There's tons of unused sprites and including text. Check that out when you can.
  • 8Debug Patch
    • 8.3Michi Menu
    • 8.4Aso Menu
    • 8.5Kosaka Menu
    • 8.6t-sakamo@ Menu

Sub-Page

Prototype Info

Innocent Sin Leftovers

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:

  • All of the starter Personas and Ultimate Personas from Innocent Sin except for Maya and Tatsuya goes unused. However there's no leftover of the Innocent Sin version of Artemis, meaning they were removed as to replaced with the Eternal Punishment version.
  • Most of Innocent Sin tracks and voiced dialogue are still in game and can be accessed with the use of the debug soundtest. However the game will crash if you attempt to play Innocent Sin voiced dialogue in the US version. But the most interesting thing is that Innocent Sin battle, Boss, Final Boss, and Knights of the Holy Lance theme are labeled as Old Battle BGM1-4 in the debug soundtest, as they were from the previous title.

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.

Debug Rooms

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.

  • Shopkeeper NPC 1: Checks for every bit in the game either by TBIT, MBIT, and EBIT. Picking MBIT has the NPC cleverly says 'You'll regret it.' picking MBIT.
  • Shopkeeper NPC 2: Allows you to check every rumor and instantly get 100k yen. Deciding to stop talking to the NPC oddly spouts out tons of number including Tatsuya name.
  • Shopkeeper NPC 3: This NPC is called Kaneda whom was one of the developers for the game. You can change events and the party set, whoever you're required to have a certain manual to know the code what to put in. Other option to is pick TV station events.
  • NPC 4: This NPC has the sprites of the person who takes Rumors requests. All this does is to enable man search bit requests.

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.

  • CD Shopkeeper: Seems to enable bits that would happen if you had Innocent Sin save data. However picking Metal Jun resets the bits according to the NPC.
  • Katsuya: Asks you if you want to run the fortune debug test event. However, it will not run if you don't have a specific code from the manual.
  • Ulala: Simply asks you if you want to reset the fortune effect.

Unused Sprites

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.

Original
Translated

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. Garageband mac os x 10. 11 6. It doesn't get used in the PSP remaster, however.

Defeated sprite of Philemon. Minecraft sound effects free.

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.

Tatsuya alternative outfit

Persona 2 Eternal Punishment Psp English Patch

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:

  • Maya
  • Ulala
  • Katsuya
  • Baofu
  • Nate
  • Ellen
  • Tatsuya
  • Black Square (Likely removed portrait)

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.

Unused Localized Content

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.

Shop Test Menu

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.

(Source: Original TCRF research)

Debug Patch

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)

Shop Debug Menu

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

Main Debug Menu

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.

Michi Menu

The first menu is named for Michishito Ishizuka (credited as system programmer) and contains these options:

  • Stable Random (on/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

The second menu is named for Hisakata Aso (window and shop programmer) and contains these options:

  • 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.
    • Event Bit: Not really usable in the final game due to the missing text. The version of the menu in the prerelease build 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.
    • Name Entry: display the character name entry screen (only works in the Japanese version).
  • test
    • Font Draw: 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.
    • String Input: tests a text entry window.
    • Display Effect: tests a screen transition effect, with a now-invisible config menu that uses some removed text. Pressing X and Triangle will play the effect from left to right or vice-versa.

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 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.

Font Draw

This screen shows the entire alphabet rendered in one of two fonts. Available controls:

  • 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 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.

Kosaka Menu

The third menu is named for Yujiro Kosaka (2D map and command programmer) and contains these options:

  • Set Parameter: opens a menu allowing you to modify various game variables
  • 2D Map: go to one of the overworld locations (note that attempting to enter a location from the overworld in the final game will cause a crash)
  • Command Test: test the ingame menu, load/save menus, and item menu
  • Title / StaffRoll / RESULT: show the title screen / credits / end-of-game ranking

Set Parameter

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.

t-sakamo@ Menu

The fourth menu is named for Takumi Sakamoto (event programmer) and contains these options:

  • EVENT_GROUP / EVENTA / EVENTB: supposed to allow you to view various cutscenes and other ingame events, but does not work properly in the final game
  • NU-DBMENU
    • (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
  • EFFECTS!!: also no longer functional

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.

Punishment

Persona 2 Eternal Punishment Psp English Patch Download

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 and pressing Start returns to the debug menu.

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): place a unit or modify an existing unit
  • Start: show visual effects menu
To do:
write about the unit/effect menus, they're pretty detailed

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. 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.

Katsuyama Menu

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

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.

Regional Differences

  • All of the Persona 1 characters in Eternal Punishment retain their names from Persona: Revelations in all versions outside of Japan. Example would be that 'Kei' was renamed to 'Nate'.
  • In the Japanese version, if you had save data of Innocent Sin, it would affect mild things in Eternal Punishment. This would include carrying over Tatsuya and Apollo level and stats(Such as Apollo being Void to dark if you had Innocent Sin data), Tatsuya's and Katsuya's last names changed to the one you named at the beginning of Innocent Sin, cutscenes changing(Anna and Yukino scenes as a example), slight differences in dialogue (Tatsuya calling Lisa as Ginko instead), along with exclusive items that can only be obtained from having Innocent Sin save data. However, due to the Innocent Sin not being localized, all of this goes unused in the US version of the game.
The Megami Tensei series
Megami Tensei
NESDigital Devil Story: Megami Tensei • Digital Devil Story: Megami Tensei II
SNESKyuuyaku Megami Tensei
Shin Megami Tensei
SNESShin Megami Tensei • Shin Megami Tensei II • Shin Megami Tensei if..
PlayStationShin Megami Tensei • Shin Megami Tensei II • Shin Megami Tensei if..
XboxShin Megami Tensei NINE
PlayStation 2Shin Megami Tensei III: Nocturne • Shin Megami Tensei: Nocturne
Nintendo DSStrange Journey
Nintendo 3DSShin Megami Tensei IV • Shin Megami Tensei IV: Apocalypse
Persona
PlayStationRevelations: Persona • Persona 2: Innocent Sin (Prototype) • Persona 2: Eternal Punishment (Prototype)
PlayStation 2Persona 3 (Prototype) • Persona 3 FES • Persona 4
PlayStation PortableShin Megami Tensei: Persona • Persona 2: Innocent Sin • Persona 3 Portable
PlayStation 3Persona 4 Arena • Persona 4 Arena Ultimax • Persona 5
Xbox 360Persona 4 Arena • Persona 4 Arena Ultimax
Nintendo 3DSPersona Q: Shadow of the Labyrinth • Persona Q2: New Cinema Labyrinth
PlayStation 4Persona 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 VitaPersona 4 Golden • Persona 4: Dancing All Night • Persona 3: Dancing in Moonlight • Persona 5: Dancing in Starlight
Nintendo SwitchBlazBlue: Cross Tag Battle • Persona 5 Strikers Bonus Content
Android, iOSPersona O.A.
WindowsPersona 4 Golden • Persona 5 Strikers Bonus Content
Spin-Offs
SNESMajin 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 AdvanceDemiKids Light and Dark (Dark Prototype) • Devil Children 2: Honoo no Sho & Koori no Sho
PlayStationDevil Summoner: Soul Hackers
Sega SaturnDevil Summoner • Devil Summoner: Soul Hackers
PlayStation 2Digital Devil Saga • Digital Devil Saga 2 • Devil Summoner: Raidou Kuzunoha vs. The Soulless Army • Devil Summoner 2: Raidou Kuzunoha vs. King Abaddon
PlayStation PortableDevil Summoner
Nintendo DSDevil Survivor 2
Nintendo 3DSDevil Survivor Overclocked • Devil Summoner: Soul Hackers
Related Games
Virtual BoyJack Bros.
PlayStation 3, Xbox 360, WindowsCatherine (Classic)
PlayStation 4, PlayStation Vita, Nintendo SwitchCatherine: Full Body
Wii UTokyo Mirage Sessions ♯FE

Persona 2 Eternal Punishment Psp English Patch Version

Retrieved from 'https://tcrf.net/index.php?title=Persona_2:_Eternal_Punishment_(PlayStation)&oldid=969788'

Hello there, everyone! This is Mystic from TRADUKO Soft, here. Let’s talk a little bit about Puella Magi Madoka Magica Portable, our very first fan translation project, which has a second build planned for release on September 15, 2015.
As we’ve seen over the past few months, many people are really excited for this project to be completed, and we can’t wait to finally get it out once it’s done.
Of course, we’re always looking for ways to make our fans happy and to give everyone a definitive fan translation of the game. So, we’ve done a lot of work on touching up the menus in the games.
As most of you may have seen in January, a lot of work has gone into making a much more translated patch. And even better, we’ll be creating a new way to patch the game using our own patcher tool. We’re also working hard on making sure this patcher tool includes a way to make sure you have the latest version of the game itself, so no one will have any bugs while playing the game. As we are currently working on this patcher, there is sadly nothing we can showcase as of yet. Once the patch is closer to release, it’ll be finalized, tested, and ready to be showcased. However, we’ll do our best to make sure everyone gets sneak peeks at what we’re working on, so please make sure to check back here often.
Which brings us to our second major topic: Progress reports!
It’s been a while since we’ve given progress reports, especially on a weekly basis. So, we’re bringing it back! Starting in March, we’ll be giving progress reports. Make sure to check them out, as they’ll be available on our new site once it’s open.
Now, let’s move on to Persona 2: Eternal Punishment.
As some of you may have heard, we have been getting some assistance from SkyBladeCloud, who is a very well-known programmer in the fan translation scene, and has done work on many projects, including texture mods for other games. He’s very skilled, and was one of the major people at Operation DOOMTRAIN, which I was part of. He’s been working with us to look around the game, and so far, we like what we’re seeing. Font pointers, bitmaps, text, and a few other things have been discovered. It’s a little hard to explain, but what we can say is that it looks like we’re on to something. If SkyBladeCloud joins our team, progress will really make leaps, and we could show info as early as the fall season. All I can say for now is that all image files in the game have been translated, and all I need to do is insert them into the game, so that’s about 20% translated.
Of course, there are more plans, including possibly bringing back a certain group for this. But, for now, I’d say that’s best kept a secret.
And finally, let’s talk a bit about Conception.
Sadly, we haven’t made as much progress as we had hoped. But, we’re looking for ways to get into this game, and I thank people for waiting. I apologize deeply for this.
Of course, the one big question is when you’ll see more footage. Don’t worry! Throughout next week, we’ll be uploading new trailers for Puella Magi Madoka Magica Portable, as well as opening the full official websites for these projects to the public. So, please be patient. We just want to make sure the sites work properly, and that all footage is nice and ready to be uploaded.
When the sites are open, you’ll be able to access them via the following links:
http://www.tradukosoft.com/
http://pmp.tradukosoft.com/
http://p2ep.tradukosoft.com/
We’ll also make sure to post exactly when the sites are open, so don’t worry about missing out on them opening.
To finish this post, I’d like to say one more thing. Testing positions are now open again, so send in your requests to support@tradukosoft.info or message us on here.
We’ll make sure to read them. There are five testers wanted, and each will get their builds in early April, so if you feel willing to test the game, make sure to send in your email or message.
Thank you for your continued support, and we hope to please everyone with our projects. We are very excited to be releasing the second patch for Puella Magi Madoka Magica Portable later this year!