Translation FAQ for Carnage Heart Portable (Japan) for PSP
by JVGFanatic
Right now I consider this document about 94 percent complete though it
includes translations for nearly everything you need to program your OKEs
and play the game using your own programming skills. I still have a few
translations and clarifications to make before I consider it a complete
baseline translation. Once that is done I'll provide walkthroughs for at
the very least the prologue. That will get you started.
I'd appreciate any suggestions and in particular any programming tricks
you've found useful. I will include them with all credit to you in upcoming
versions of this document. Send any ideas to jvgfanatic AT hotmail DOT com
with the subject "Carnage Heart FAQ". Any less indentifiable subject will
cause the email to go unread.
Currently I place this faq's version at .94
To Do:
List Premium Battle Teams
Finish listing OKE types (2L done)
Thanks for looking and hope it helps.
Isn't it wonderful that ArtDink brought us another CH game? I think so!
======================
What is Carnage Heart?
======================
Carnage Heart is a mech (known in the game as OKE or Over Kill Engine)
simulator of which the primary focus is the programming of the AIs that
control the OKEs. This differs from the PSP version of Armored Core in that
Armored Core's primary focus was on equipment. Armored Core did allow you to
specify AI parameters but the AI portion of Carnage Heart is MUCH more
extensive allowing you to program the AI in minute detail.
Carnage Heart first appeared on the Playstation console in 1995 in Japan.
The game was localized for the US and EU Markets in 1997. A sequel, Carnage
Heart Eazy Zapping was released in Japan in 1997. A third edition,
Zeus: Carnage Heart Second (a genuine sequel, Easy Zapping was more like an
upgrade) was released in Japan in 1998. Zeus also had a sequel called
Zeus II.
Some fans of the series that worked for Genki apparently convinced ArtDink
(a pretty cool company, as game companies go) to make this edition for the
PSP: Carnage Heart Portable.
Another game that I remember as a child which allowed you to program Robot
AIs was called Robot Odyssey on the Apple II. I spent a ton of time with that
game so I was overjoyed when I first heard of Carnage Heart. Another game I
remember playing that is similar to CH is ChipWits for the original Macintosh
computer. Anyway, I digress, let's get back to the game at hand.
=================
MENU TRANSLATIONS
=================
Main Menu (Game Menu)
---------------------
Prologue Game
Scenario Game (after finishing main Prologue Game)
Battle Game (after finishing main Prologue Game
Option
Top Menu (Prologue)
-------------------
Objectives Overview
OKE Configuration
Team Selection & Deployment
Begin Battle
System
Top Menu (Battle Mode)
----------------------
OKE Configuration
Team Setup
Match Maker Battle
Challenge Battle
Premium Battle
Data Transfer
Battle Progress Chart
System
System Menu
-----------
Save Game
Load Game
Option
Return to Title
Option Menu
-----------
Replay Data Viewer
Volume
BGM Setting (only in battle mode after beating premium with all golds)
OKE Configuration Menu
----------------------
OKE Selection
Hardware Setup
Software Setup
Simulation
OKE Information Setup
OKE Information Setup Menu
--------------------------
OKE Name Input
OKE Code Input
OKE Info Privacy (Release, Secret)
OKE Information Setup Menu (2)
------------------------------
OKE Name Input
OKE Code Input
Copy Info To...
OKE Info Privacy (Release, Secret)
Team Setup Menu (in Battle Game)
--------------------------------
Team Selection
OKE Selection (for current Team)
Formation Edit
Team Name Setting
Team Emblem
Match Maker Battle Menu
-----------------------
Regulations
Arena Size
Team Entry
Standings
Begin Battle
Regulations Menu(s)
-------------------
Regulation Battle
Beginner Class
Standard Class
Maximum Class
Custom Class
Custom Settings
Permissable Fuselage
Permissable Weapons
Team Size
CPU Restriction
No Restriction
Medium Size and Smaller
Small Size and Smaller
Chip Restrictions
No Restrictions
Advanced and lesser
Normal Chips only
Battle Time
Arena Size
Stage Select
Barricade
On
Off
Challenge Battle Menu(s)
------------------------
Challenge Mode
Destruction Mode
Survival Mode
Grapple Mode
Team or Single Menu
Single OKE Selection
Team Selection
Rankings
Begin Challenge Battle
Premium Battle Menu
-------------------
Choose Enemy Team
Player Team Selection
Begin Battle
Battle Transfer Menu
--------------------
Save Data Transfer
AdHoc Data Transfer
Premium Battle Data Transfer
Import/Export
Hardware Setup Menu
-------------------
Body
CPU Core
Armament
Armor
Option Slots
Tuning (not avail. until unlocked by beating Premium Battle ladder)
- Energy
- Engine
Color/Design
Emblem
Software Setup Menu
-------------------
Edit
Position Start
Place Macro
Copy Software to...
Clear Chip
Finish Software Setup
Pressing Triangle during Software Programming allows you to select an area
then press O (Circle) for the following menu:
Programming Edit Menu
---------------------
Move Selection
Copy Selection
Delete Selection
Define Macro (allows you to enter a name)
Simulation Menu
---------------
Simulation Teams
Set Formation of Teams (Enemy, Friend)
Field Selection
Time Setting (Seconds)
Begin Simulation
Field Selection Menu
--------------------
Select Field
Playable Area Setting
Barricade Settings (Count)
====================
PROLOGUE WALKTHROUGH
====================
Note: I've used the system found in the two CH for PSX faqs to notate
programs. Arrows without lines are GREEN. Arrows with lines are RED:
\ /\ / \==/\==/
| |
< > Chip with < > Chip with
all green | | all red
/ \/ \ arrows /==\/==\ arrows
A "green" arrow pointing to an edge (nothing) is just that. It works the
same as a <Return> chip (that gets automatically placed at the end of
a row of chips.
--------------------------------------------
Prologue Mission 1 - NoOp and Grapple Attack
--------------------------------------------
The first prologue teaches you how to use the NoOp chip and the Grapple
Attack chip. Both are very basic, you can find descriptions in the Chip
List below.
Possible solution:
GRAP: Grapple
RET : Return
START
+ \/ +
| GRAP |
| |
| AUTO |
+ \/ +
| |
| RET |
| |
+======+
-----------------------------------------
Prologue Mission 2 - Scanning and Turning
-----------------------------------------
SCAN E : Scan for Enemy
GRAP : Grapple
TURN : Turn
Possible solution:
START
+ \/ + /\ +
|SCAN E| GRAP |
| 100m > |
| 0 90 | AUTO |
+ \/ +======+
TURN |
< |
RGHT |
+======+
----------------------------------------------------------------
Prologue Mission 3 - Moving, Checking Arena Boundary, and Random
----------------------------------------------------------------
The same program you used in the last mission will work here
just fine.
----------------------------------------------------------------
Prologue Mission 4 - Moving, Checking Arena Boundary, and Random
----------------------------------------------------------------
If memory serves, you can continue using the same program here...
-------------------------
END OF PROLOGUE BRIEFINGS
-------------------------
------------------
SCENARIO MODE OKEs
------------------
You have to program these OKEs effectively, not at the same time and not
necessarily in this order. Incidentally, you usually have to defeat these OKEs
before they become usable.
Rusty Nail
----------
185mm Cannon x 80
Hornet x 12
Armor 80mm
1. ECM
2. Repair
3. Coolant
4. Running Shot
Maria Arena x 2
---------------
Argon Beam x 100
Hornet x 12
Flying Decoy x 6
Armor 10mm
? Coating
1. Shield
2. Repair
3. Acceleration
Eggnog x 2
----------
Tungsten x 120
Napalm Rain x 40
Hornet x 8
Armor 50mm
1. Coolant
2. ECM
3. Acceleration
Jeira
-----
F8 Shotgun x 120
Black Panther x 12
Armor 50mm
1. ECM
2. Coolant
3. Running Shot
Tripod x 2
----------
Argon Beam Gun x 100
Muramase x 6
Valkyrie x 8
Armor 20mm
1. ECM
2. Coolant
3. Shield
Chickenhawk
-----------
Argon Beam x 150
Desusu Fire x 8
Behemoth x 8
Armor 30mm
1. ECM
2. Coolant
3. Running Shot
Chaika
------
Argon Beam x 120
M4 Napalm x 60
Helbad x 6
Spectre x 6
Armor 10mm
1. ECM
2. Coolant
Flied
-----
Argon Beam x 100
Blue Screen x 50
Myoruniru x 24
Armor 10mm
1. ECM
2. Running Shot
Lotus
-----
Tungsten x 110
Armor 10mm
1. ECM
Arcana x 2
----------
F10 Shot Gun x 100
Muramase x 6
Uiskaankuru x 3
Armor 80mm
Beam Coating
1. Coolant
2. ECM
3. Running Shot
4. Shield
Grasshopper
-----------
Tungsten x 250
Avalance x 16
Armor 70mm
Beam Coating
1. Coolant
2. Coolant
3. Shield
Roken x 2
---------
Argon Beam x 300
F12 Shotgun x 120
Valkyrie x 12
Armor 90mm
1. Coolant
2. Coolant
3. ECM
4. Shield
Angurif
-------
Bluescreen x 150
F12 Shotgun x 100
Rojya x 12
Armor 80mm
Bomb Coating
1. Coolant
2. Repair
3. ECM
4. Shield
Noranda x 3
-----------
Lightning Stunner x 30
Jamming Rod x 4
Jamming Rod x 4
Armor 90mm
? Coating
1. Radar
2. Shield
3. Self Destruct
Nekroni x 3
-----------
Lightning Stunner x 50
Blue Cat x 4
Hornet x 8
Armor 20mm
Anti Stun Coating
1. Gravity Deflector
2. ECM
3. Acceleration
Nekroni x 3
-----------
Kurasta Hammer x 40
Spectre x 4
Hornet x 8
Armor 10mm
Beam Coating
1. Gravity Deflector
2. ECM
3. Acceleration
Hades x 1
---------
Rail Gun
Beam Gun
Rocket Launcher
Rocket Launcher
Air and Ground Mine Dispenser
Armor 150mm
Projectile Coating
1. ECM
2. Coolant
3. Shield
4. Coolant
===========
PROGRAMMING
===========
How to Program
--------------
This is FAR from a tutorial on OKE programming. I'll organize these notes
later but hopefully this start will help you with your initial forays into
the "art."
OKEs are programmed by arranging a series of square chips that contain various
functions in a grid. Each chip has at least one output which points to either
another chip OR returns to the start of the program. The Start is the entry
point on the edge of the grid at which a program starts (and returns after
completing a cycle).
Some chips have two outputs: red and green. These are "decision" or "branch"
chips. The RED output is followed if the condition of the branch is TRUE. The
GREEN output is followed if the condition of the branch is FALSE. This might
seem a bit confusing at first however if you imagine green to be the "normal"
program flow while "red" is the alternative flow then that makes it easy to
remember.
Almost all chips have various parameters, for example: a chip that scans for
OKEs allows you to set the range and shape of the scan area while a chip that
moves the OKE allows you to specify a direction of movement. The following
list of chips is a translation of all of the chip names as well as their
various parameters.
Note the last command on all chip settings is "set" and is the command you
choose to exit the chip setting menu.
Also note: with most numeric entries (rounds, etc...) You can press TRIANGLE
for an easier way to enter higher numbers.
===============================
CHIP PARAMETERS AND DEFINITIONS
===============================
Process Chips (olive)
---------------------
NoOp (Norm)
Stop (Norm)
- Time (30th/s)
Wait (Norm)
Subroutine (Norm)
- Subprogram
Set Counter (Exp)
- To Parameter
- Friend
- Enemy
- Time into Fight
- Random (?)
- My X Position
- My Y Position
- My Z Position
- My Direction
- Target Number
- Target Azimuth
- Target Elevation
- Target X Position
- Target Y Position
- Target Z Position
- Target Direction
- Target Bodycode
- Target Action Code
- Target Distance
- Target Distance XY
Counter Calculator (Exp)
- Numeric Parameter
- Counter to change
- Counter Parameter
- Operation
- Replace
- Add
- Subtract
- Multiply
- Int
- Mod
- Abs
- Max
- Min
- Sqr
Send Counter to Channel (Exp)
- Counter
- Channel
Receive Counter from Channel (Exp)
- Counter
- Channel
-----------------------------------
Conditional Branch Chips (burgundy)
-----------------------------------
Weapon/Option Quantity Branch (Norm)
- Weapon/Option to measure
- Quantity
- Higher than, Lower than quantity
Battle Area Branch (Norm)
- Area Search Pattern
Nearby OKE Branch (Norm)
- Search Pattern/Area
- OKE Alliance
- Enemy
- Ally
- None Specified
- OKE Type
- 2 Legged
- Treaded
- Hopper
- Wheeled
- Air
- None Specified
- OKE Count
- Higher or Lower than Count
Nearby Objects Branch (Norm)
- Search Pattern/Area
- Sweep Search
- Square Search
- Object Size
- Greater than or Less than Size
Missle/Weapon/Warhead Detection Branch (Norm)
- Search Area
- Weapon Type
- Bullet
- Beam
- Pulse
- Napalm
- Grenade
- Bomb
- Rocket
- Missile
- Land Mine
- Aerial Mine
- Projectile
- Any Type
- Count
- Higher or Lower than Count
OKE Condition Branch (Norm)
- Stat
- HP
- Energy
- Heat
- Percentage
- Greater than/Less than Percentage
OKE Status Branch (Norm)
- Status
- Wait
- Moving
- Turning
- Jumping
- Firing
- Fighting
- Defense
- Special
- Stumble
Random Branch (Norm)
- Percentage
Time Branch (Norm)
- Time from Beginning/Time til End
- Amount of time (in Seconds)
- Greater than/Less Than Amount of Time
Target Position Branch(Adv)
- Range
Notes: If the target is in the specified range the branch condition
is true (red). If not then the branch condition is false (green).
Position From Target Branch(Adv)
- Range
Notes: If our OKE is within the specified range from the target's position
then the branch is true (red), if we are outside of the specified range from
the target's perspective then the branch is false (green)
Target Operation Branch (Adv)
- Operation Type
- Waiting
- Moving
- Turning
- Jumping
- Firing
- Fighting
- Defending
- Special Operation
- Stumbling
- Unlocking
Target OKE Code Branch (Adv)
- OKE Code
- 0 - Non Target Lock - 20 - Anubis
- 1 - Blockhead - 21 - Bad Dream
- 2 - Necroni - 22 - Rockin
- 3 - Jeira - 23 - Basilisk
- 4 - Eggnog - 24 - Hoi Recon
- 5 - Twill Shadow - 25 - Angurif
- 6 - Rusty Nail - 26 - Fried
- 7 - Noranda - 27 - Lotus
- 8 - Torinka - 28 - Priest
- 9 - Moon Shadow - 29 - Mokin Bad
- 10 - Cemetary Keeper - 30 - Chaika
- 11 - Park Dog - 31 - Target Drone
- 12 - Grasshopper - 32 - Focus
- 13 - Arakune - 33 - Bipods
- 14 - Dark Boundary - 34 - Multi Legged
- 15 - Hades - 35 - Hover
- 16 - Chickenhawk - 36 - Vehicle
- 17 - Tripod - 37 - Flying
- 18 - Dark Coffin
- 19 - Mariaerene
Lock Detection Branch (Adv)
- Lock Count
Notes: Branches if Lock Count or more locks have been acquired on our OKE.
Target Weapon Branch (Adv)
- Armament Slot (1-5)
- Armament Type
- No Weapon
- Assault Gun
- Beam Gun
- Pulse Gun
- Napalm Gun
- Explosives Gun
- Shot Gun
- Rail Gun
- Hand Grenade
- Aerial Bomb
- Rocket Launcher
- Missile Launcher
- Land Mine Dispenser
- Aerial Mine Dispenser
Target Line of Sight Branch (Adv)
Notes: Does NOT take into account objects on the battlefield.
Counter Branch (Exp)
- Numeric Parameter
- Counter
- Counter Parameter
- Comparitor (Greater than, Less than, Equal)
-------------------
Action Chips (blue)
-------------------
Stop Operation
Movement (Norm)
- Direction (Left, Right, Forward, Backward)
Turn (Norm)
- Direction (Left, Right)
Jump (Norm)
- Direction (Left, Right, Forwad, Backward, In Place)
- Processing Mode (Halt, Passthrough)
Dash (Norm)
- Direction (Left, Right, Forward, Backward)
- Processing Mode (Halt, Passthrough)
Spin (180) (Norm)
- Direction (Left, Right)
- Processing Mode (Halt, Passthrough)
Grapple Attack (Norm)
- Grapple Operation (Low, High, Long Range, Auto)
- Processing Mode (Halt, Passthrough)
Defense (Norm)
- Defensive Operation (Guard, Duck)
- Time of Operation (30th/s)
- Processing Mode (Halt, Passthrough)
Special Action (Norm)
- Which Action (particular to the OKE body type)
- Processing Mode (Halt, Passthrough)
Weapon Attack (Norm)
- Range
- Weapon
- Number of Rounds
- Shot Mode (Normal Shot, Random Shot, Sniping) (Normak, Quick, Careful?)
- Processing Mode (Halt, Passthrough)
Indirect Attack (Norm)
- Direction Setting
- Angle Setting
- Weapon Selection
- Number of Rounds
- Processing Mode (Halt, Passthrough)
Target Shot (Adv)
- Weapon Selection
- Number of Rounds
- Shot Mode (Normal Shot, Random Shot, Sniping) (Normal, Quick, Careful?)
- Processing Mode (Halt, Passthrough)
Notes: You shoot at the locked on target's fuselage. If no
target is locked on then nothing happens.
Spin Jump (Adv)
- Direction (Left, Right, Forwad, Backward)
- Spin Direction (Left, Right)
- Processing Mode (Halt, Passthrough)
Spin Movement (Adv)
- Direction (Left, Right, Forwad, Backward)
- Spin Direction (Left, Right)
- Processing Mode (Halt, Passthrough)
Moving Shot (Adv)
- Direction (Left, Right, Forwad, Backward)
- Weapon Selection
- Number of Rounds
- Processing Mode (Halt, Passthrough)
Jump Shot (Adv)
- Direction (Left, Right, Forwad, Backward)
- Weapon Selection
- Number of Rounds
- Processing Mode (Halt, Passthrough)
Indirect Attack Counter (Expert)
- Direction Counter
- Angle Counter
- Weapon
- Rounds
- Processing Mode (Halt, Passthrough)
------------------
Order Chips (teal)
------------------
Set Altitude (Norm)
- Altitude Setting (in Meters)
Engage Option (Norm)
- Option Selection
Target Lock (Adv)
- Range
- To Lock (Enemy, Ally, None Specified)
- To Lock OKE Type
Auto-rotate Fuselage Toward Target (Adv)
- Range
- Auto Operate Rotation (Cancel, Operate)
Note: Operate is turned on until Cancel is set (i.e. two instances of
this chip).
Set Targetting to Specific OKE Part (OKE)
- Part (Body, Weapon 1, Weapon 2, ...)
Target Lock Counter Setting (Exp)
- Counter
------------------------------------------------
================
EQUIPMENT CHARTS
================
---------
FUSELAGES (in progress)
---------
Type Durab Weight MaxWt Capacity Wpn Energy
Blockhead 2L 640 2920 6800 1200 2 2100
Necroni 2L 720 3880 10100 1600 3 2400
Geira 2L 900 5320 13200 2000 2 2600
Eggnog 2L 840 4380 12400 1800 3 2400
Twill Shadow 2L 860 4920 13200 2000 3 2600
Rusty Nail 2L 980 5800 17600 2200 3 3000
Noranda 2L 820 4160 11400 1600 3 2800
Torinka 2L 800 4880 13400 2200 3 2400
Moon Shadow 2L 700 4440 11800 1500 3 2200
----
CPUs
----
Capacity is how many chips
Speed is how many chips processed per second
Weight is in kilograms
Capacity Speed Weight
TP-16 16c 10c/s 16kg
SP-36L 36c 30c/s 70kg
SP-36H 36c 60c/s 90kg
MP-100L 100c 60c/s 140kg
MP-100H 100c 90c/s 160kg
LP-323L 323c 90c/s 260kg
LP-323M 323c 120c/s 280kg
LP-323H 323c 150c/s 300kg
--------
Armament
--------
Dest is Destructive Power
Heat is Heat Generated By Weapon
THeat is Heat Generated in Target by a hit
Ammo is MAX Ammo capacity (defaults are often significantly lower)
Weight is the Weight in Kilograms *when Ammo is Maxxed*
Range is max effective range as judged by my tests
Dest Heat THeat Ammo Weight Range
ASSAULT GUNS
Tungsten AG 76 62 40 990 9390kg 200m
Waranume AG 78 66 100 990 10429kg 200m
Noberiume AG 82 72 80 990 12480kg 200m
BEAM GUNS
Argon Beam Gun 50 88 140 990 3320kg
Plasma Beam Gun 52 92 200 990 4360kg
Guriumu Beam Gun 56 100 160 990 4400kg
PULSE GUNS
Four Getter 44 64 40 990 10300kg
Blue Screen 36 64 40 990 10350kg
NAPALM GUNS
M4 Napalm Gun 40 92 180 990 12300kg
M6 Napalm Gun 48 100 180 990 16320kg
EXPLOSIVES GUNS
Particle Gun 44x10 84 80 990 24480kg
Corpuscle Gun 46x10 86 100 990 28540kg
Molecule Gun 48x10 86 80 990 32660kg
HAND GRENADES
Napalm Rain 40x4 0 200 100 5800kg
Crasta Hammer 68x4 0 60 100 6400kg
Lightning Stunner 80 0 60 100 4200kg
SHOTGUNS
F8 Shot Shell 44x8 86 50 990 20480kg
F10 Shot Shell 46x10 88 50 990 24520kg
F12 Shot Shell 48x12 94 50 990 32520kg
CANON
185mm 162 145 220 990 52760kg
215mm 188 168 240 990 64880kg
ROCKETS
Black Panther(sm) 72x8 66 220 12 970kg
Centipede(sm) 72x10 80 200 12 1210kg
Centaur(sm) 78x8 56 120 12 1450kg
Hellbad(m) 76x14 92 220 6 1040kg
Blue Cat(m) 76x18 118 200 6 1280kg
Hellhound(m) 80x14 124 160 6 1520kg
Albatross(lg) 80x24 132 280 3 1100kg
Ifrit(lg) 80x32 156 200 3 1340kg
Ragnarok(lg) 80x24 164 180 3 1580kg
MISSILES
Hornet (sm) 100 68 240 8 730kg
Viper (sm) 110 80 320 8 890kg
Raptor (sm) 120 86 220 8 1050kg
Spectre (m) 160 68 400 4 800kg
Wipan (m) 170 106 480 4 960kg
Muramase (m) 36x6 132 120 4 1120kg
Uisukaaankuru (lg) 250 132 500 2 860kg
Typhoon (lg) 280 144 700 2 1020kg
Odin (lg) 38x10 156 140 2 1180kg
LAND MINE DISPENSERS
Karakara 62x10 32 120 4 980kg
DesusuFire 200 32 320 4 1020kg
Behemoth 38x8 32 100 4 980kg
Rojya 60x12 32 120 4 940kg
Vulcan 40x12 32 120 4 1020kg
AERIAL MINE DISPENSERS
Avalanch 64x12 32 120 4 940kg
Kraken 200 32 320 4 1020kg
Whisper 38x8 32 100 4 980kg
Forest Fire 80x18 32 240 4 860kg
Valkyrie 34x8 32 120 4 1020kg
GRENADE LAUNCHER
Sonic Blaster 20 32 60 8 672kg
Jamming Fog 30 32 100 4 512kg
Earthquake 20x8 68 100 4 1120kg
Porabea 20x8 68 100 4 1120kg
Flying Decoy 20 32 200 4 432kg
BOMBS
Lucifer 40x16 0 200 24 1296kg
Myoruniru 220 0 240 24 1392kg
Belzebub 68x16 0 60 24 1584kg
-----
ARMOR
-----
Def - Defensive Strength
HeatD - Heat Dissipation Efficiency
SWght - Material weight
TWght - Overall weight
Def HeatD SWght TWght
10mm 5 5 10kg 250kg
20mm 8 5 20kg 500kg
30mm 11 5 30kg 750kg
40mm 14 5 40kg 1000kg
50mm 16 5 50kg 1250kg
60mm 18 5 60kg 1500kg
70mm 20 4 70kg 1750kg
80mm 22 4 80kg 2000kg
90mm 24 4 100kg 2500kg
100mm 27 4 120kg 3000kg
120mm 30 3 160kg 4000kg
150mm 35 3 200kg 5000kg
--------------
ARMOR COATINGS
--------------
Anti-Armorpiercing Armor - Protects against assault guns and shotguns
Anti-Explosion Armor - Protects against missiles and rockets
Anti-Beam Armor - Protects against beam guns
Anti-Thermal Armor - Protects against heat damage of weapons
Anti-Stun Armor - Reduces chances of being stunned
Lightning Armor - When grappled, stuns the enemy
Energy Formation Armor - Weak energy regeneration
-------
OPTIONS
-------
*explanations coming soon, quoted options are literal translations
Inteference Device (ECM)
Fuselage Repair Device
Fuselage Cooling System
Destruct System
Backup Energy Tank
Acceleration System
Radar Enhancement
"Running Fire" Device
Shield Generator
Gravity Deflector - Gravity field deflects incoming warheads.
=========================
MISCELLANEOUS INFORMATION
=========================
-------------
Related Links
-------------
http://www10.atwiki.jp/chp/pages/1.html
Is a wiki mini site devoted to Carnage Heart Portable. It has empty
links for other CH games but there is a lot of information about CHP
here.
http://www2s.biglobe.ne.jp/~apa/game/ch/
Both Carnage Heart and Carnage Heart EZ are covered at this site. There
doesn't seem to be any info here from later CH games.
http://www2s.biglobe.ne.jp/~apa/game/zeus2/
Well, okay, so there is some Zeus 2 information up here as well. Cheeky!
http://everything2.com/index.pl?node_id=1176385
Takes a while to load but someone with too much time on their hands
talks about Carnage Heart programming.
http://raketta.blogzine.jp/blog/2006/08/chp_1fb4.html
If you're having trouble beating that last battle in Scenario Mode
(there's no reward except story, btw) then you can use this guy's CHPs.
I've not tried them myself but he claims that this team beat the last
boss for him.
http://homepage3.nifty.com/streets/game/zeus/zeus_main.html
A page devoted to Zeus.
http://club.genki.co.jp/jupiter/
Genki's CHP uploader/Downloader.
http://www.genki.co.jp/games/carnage/
The official webpage for Carnage Heart Portable.
----------------------------
Controlling the Target Drone
----------------------------
You can control the target drone OKE (to the left of your OKE list).
Press START while in-battle to see a list of controls. As of yet I
know of no way to control other OKEs.
-------------
Weapon Ranges
-------------
Translated from a Japanese CHP site.
Assault Beam and Pulse: 150~200
Napalm and Explosion bullet: 100~150
Shotgun: 80~120
Cannon: 200~250
Rail: 200~300
Small Rocket: 100~150
Medium Rocket: 150~200
Large Rocket: 200~250
Small Missile: 150~200
Medium Missile: 300~400
Large Missile: 450~500
Karakara: It explodes within 25m
DesusuFire: Pursues within 40m
Valkyrie: Snipes within 40m
-------------------------------
Maximum Elevation of Armament 1
-------------------------------
I have not verified this data which was translated from a Japanese CHP site.
OKEs with (*) are measured given Armament 2.
Blockhead: 80 degrees
Necroni: 25 degrees (*)
Jeira: 60 degrees
Eggnog: 40 degrees
Twill Shadow: 70 degrees
Rusty Nail: 90 degrees
Noranda: 30 degrees (*)
Torinka: 70 degrees
Moon Shadow: 85 degrees
Multi legs
Cemetary Keeper: 30 degrees
Park Dog: 30 degrees
Grasshopper: 80 degrees
Arakune: 45 degrees
Dark Boundary: 45 degrees
Hades: 35 degrees
Hover
Chickenhawk: 40 degrees
Tripod: 90 degrees
Dark Coffin: 30 degrees
Mariaerene: 45 degrees
Anubis: 30 degrees
Vehicle
Bad Dream: 20 degrees
Rockin: 60 degrees
Basilisk: 25 degrees
Hoi Recon: 25 degrees
Angurif: 70 degrees
Flight
Fried: - Degree of 40~25
Lotus: - Degree of 85~10
Priest: - Degree of 85~45
Mokin Bad: - Degree of 20~30
Chaika: - Degree of 60~30
Target drone: - Degree of 60~60
EOF