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Persona 3

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Title Screen

Persona 3

Also known as: Shin Megami Tensei: Persona 3 (US/EU/AU)
Developer: Atlus
Publishers: Atlus (US/JP), SCE Korea (KR), Koei (EU/AU)
Platform: PlayStation 2
Released in JP: July 13, 2006
Released in US: August 14, 2007
Released in EU: February 29, 2008
Released in AU: March 6, 2008
Released in KR: July 13, 2008

CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.

ProtoIcon.png This game has a prototype article
DCIcon.png This game has a Data Crystal page

To do:
  • Add info about the debug Calendar Portal and Tactics in-battle menu, and document this voiced line bug.
  • Document Hachiman, Shin Megami Tensei III: Nocturne's Cerberus, and Strega's personas. Be sure to document their battle status and moveset if possible.
  • Add in a sub-page for all the unused Persona cut-ins.
  • There are character-exclusive Personas that have card icons when they're not supposed to. Add them in.
  • Document the unused maps and cutscenes.
  • More unseen/hidden details in graphics.

Persona 3, despite the title, is actually the fourth installment in the Persona series (part of the larger Megami Tensei series) and the first to be on the PlayStation 2.


Read about prototype versions of this game that have been released or dumped.
Prototype Info
Unused Cutscenes
Scenes that didn't flash before your eyes.
Unused Voice Clips
Listen... Can you hear the many voices?
Unused Graphics
Drawings straight from Chidori's sketchbook.

Debug Options

Cutscene Debug Menu

To do:
Document more of this. There is a lot of stuff to do in these menus.
Add codes for other versions of the game.

P3FES-DebugMenu1.png P3FES-DebugMenu2.png P3FES-DebugMenu3.png

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 JP (SLPM-66445) codes:

Master Code (only needed for cheat devices used on a console)
9050A258 0C14283E
Debug Menu Enable
2035A184 00000000

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.

(Source: Original TCRF research)

Calendar Debug

An example of this debug menu in-game.

While in-game, set this address 211672E0 to 1 to open a debug menu that allows you to force what state of day you're in, as well as to change the current date.

  • 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.
State In-game text
AZA Early morning
GOZEN Morning
GOGO Afternoon
HOUKAGO After School
YORU Evening
SINYA Late Night
25 Dark Hour
SOUCHOU Late Night
(Source: Original TCRF research)

Extra Navigation Menu

P3FES-OrderDebug1.png P3FES-OrderDebug2.png

By using this code, you can add a little debug option in the navigator menu that allows you to change floors or go back to the entrance at will.

Tactics Debug (NTSC-U)
2083A418 0000000F

Unused Models

To do:
Upload the renders of models and their respective animations.

Early Map Location Names


A set of early map location names remain in the files. 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 placements 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.

Early Final
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
dormitory Dorm
(Source: Original TCRF research)

Placeholder Model


An unused placeholder model which can be found in an unused cutscene.

Placeholder Cerberus


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 rather than making battle animations for them the developers just re-used the Cerberus model from Shin Megami Tensei III: Nocturne as a placeholder instead. This model isn't used anywhere else in-game 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

Healing Bulb

FOBJ004.RMD, located in data > FIELD > GRMD with other interactable Tartarus objects. Its purpose was most likely to 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 and party.

Early Protagonist Models

Inside BTL/MODEL/NPC/R_DUMMY.RMD is an early model for the protagonist with early animations tied to it. Some were later used for other characters.

Fuuka has a placeholder slot in the battle PAC files. Swapping in BC006.PAC over the normal one-handed sword model for the protagonist reveals unused animations only seen previously in early screenshots, as well as a much earlier Evoker model that looks more like a gun than it already does. In Persona 3 Portable, this was changed to an early version of Akihiko.

Odd Eye Textures For Protagonist

C hero t05.png

Inside the above battle model's RMD file is the eye textures. The default seems to be the green eyes that then get swapped to gray in-game. The third set of eyes is also never seen in-game; it may have been intended for either the summon animation or the rage status effect.

Early Koromaru Model

Inside BTL/MODEL/NPC/R00500.RMD is an early model for Koromaru with early animations.

Early Winter Gekkoukan NPC

Inside BTL/MODEL/NPC/R00000.RMD is an early NPC with animations.


Tartarus Sketch in Chidori's Notebook

S book set.png

This texture, named "s_book_set", is located at the path "BTL.CVM\MODEL\NPC\" in the files N00802.RMD, N00803.RMD and N00809.RMD. While it does appear in cutscenes, only the cover is ever visible to the player in-game due to the camera angles used.

Cheating in Battle

To do:
Is this in the Japanese version?

During battle, there are three sets of support voice clips for Mitsuru and Fuuka scolding the player for cheating. These are only used via external cheating devices by adding dummy items to their inventory, using Personas that aren't accessible to the player, and using party members at times where they aren't supposed to be at certain points of the game.

Sound File Line
Mitsuru: I trusted you, I can't believe you cheated.
Mitsuru: I'm very disappointed in you.
Mitsuru: ...You're cheating. I'll have to punish you.
Fuuka: *gasp* You're cheating!
Fuuka: Cheaters never win!
Fuuka: Cheating, huh! I'm disappointed in you!

Unused Music

61.ADX is what appears to be a fanfare track from an unknown game. It sounds very similar to the level-up theme from Digital Devil Saga.

There are three early versions of The Voice Someone Calls (the 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.

THEME.ADX is an early and (mostly) instrumental rendition of Burn My Dread.

ZZZZZZ.BIN is SMT Nocturne's unused Staff Roll 2 track, and is used to pad out the game disc with the loop existing 40 times in the bin file. It can be opened using ADPCM Player.

Unused Fields

Early Bunker

Initially the Full Moon Operations were intended to be longer. There are large remnants of this for the bunker, found at ID 035_005 to 035_016.

Unused Text

Oh good, you're here.      
It's this room. Everybody's waiting        

An alternate version of one of Yukari's lines when you are first asked to join SEES. In the final game, Yukari instead says "Oh! There you are!".

Don't worry...
I'll always protect you...

This was supposed to be said at the very end of the game, but it goes unused because the final cutscene interrupts it. In said cutscene, she says "Don't worry. I will always be by your side, protecting you," instead of this. This was later re-implemented in Persona 3 Portable, replacing the line from the cutscene in the original game, though only as a voice line with no text.

1st Monorail Carriage

This text corresponds to the area with the Priestess boss during the first Full Moon Operation. However, since the room is used only for cutscenes, the text never gets a chance to be seen without using cheats.


This is a placeholder line for when an area in the game doesn't have any sort of text. It can only be seen by using cheats.

Unused Code

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



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


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


Enemy AI

Several enemies have code that is inaccessible as a result of oversights, or is outright unused:

  • Takaya's second encounter (dubbed "AI_Takaya2" internally) is supposed to have a second phase once he drops below 50% health, in which he occasionally uses Mahamaon and Mamudoon. However, as a result of several errors (incorrect bit check, unused bit check, and incorrect conditional), 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 is instead set to use them when they are active, 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". During this phase, it will only use Ziodyne against a random target.

The following AI is accessible in theory, but is highly improbable in practice 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 a living 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), he will usually only use two moves out of his entire 25+ move kit.
  • Divine Mother in Monad has alternate skill priorities 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, the only way to trigger this would be to use one of the bad status-inflicting items (Muscle Drink, Odd Morsel, or Rancid Gravy) and have it inflict fear.

Fuuka Party Member

If you hack/use the debug menu to add Fuuka to the party, she uses Junpei's battle portrait and the protagonist's model. She also uses an earlier animation for the one-handed sword seen in some prerelease screenshots. Unfortunately, the game crashes when trying to speak to her or when it is her turn in battle.