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Translation Guide

by jvgfanatic

Translation FAQ for Carnage Heart Portable (Japan) for PSP
by JVGFanatic

Right now I consider this document about 85 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 .89

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)


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 OKE'S
-------------------

You have to program these OKE's 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 - Amabias
    -  1 - Blockhead         - 21 - Bad Dream
    -  2 - Necroni           - 22 - Rockin
    -  3 - Jeira             - 23 - Bajirisuku
    -  4 - Eggnog            - 24 - Hoi Recon
    -  5 - Twill Shadow      - 25 - Angurif
    -  6 - Rusty Nail        - 26 - Fried
    -  7 - Noranda           - 27 - Lotus
    -  8 - Torinka           - 28 - Burisuto
    -  9 - Moon Shadow       - 29 - Mokin Bad
    - 10 - Cemetary Keeper   - 30 - Chaika
    - 11 - Back 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.

=============
DOWNLOAD LIST
=============

From genki.co.jp/jupiter/download.php

Descriptions are also from that site.

Editable means that you can import the design, copy it, then edit the copy.
Under no circumstances can you edit an imported design without copying it.

Filename         Date       Editable
GENKI01.CHP    2006.08.03
OKE meant for winning the Premium battles

GENKI02.CHP    2006.08.03     Yes
OKE that launches a missle periodically using a counter

GENKI03.CHP    2006.08.03     Yes
No advanced chips used in this OKE

HAMACHI.CHP    2006.08.03
From the teacher at Genki's website, basic

TEST.CHP       2006.08.03
No description

7SHOW.CHP      2006.08.03
Cannot win chapter 7

KUNREN1.CHP    2006.08.03
Making the training OKE strong.

G1001.CHP      2006.08.04
No description

KWGS.CHP       2006.08.04
Upload test

MARIA.CHP      2006.11.14
Missile shot in fixed period. When locked you snipe.

KICK.CHP       2006.11.05
No description

SANCHE.CHP     ??????????    NO


EOF