546 - bombShield(int a, int script)


Sets the bomb invulnerability flag (a=0 false, a=1 true), the caller's ANM script will change to script when a bomb is active.

611 - etEx(int etId, int async, int type, float a, float b)


Adds bullet transformation to bullet manager etId, Transformation of flag type determines the specific behaviour of the bullet. Documentation can be found here.

BulletEffectType-67108864 - etExDelay(string et, string isAsync, string time)


Hide the bullet for time frames. During this time, it will not move, will be invisible and won't have a hitbox. If used as a first transformation, can be used to delay when the bullet actually appears.

6 - isDelayedSpawn


While this flag is set, the bullet will be invisible and not have a hitbox. This flag is cleared once the delay timer ends.

4 - short_timer


Integer value between -1 and 15 inclusive (by default -1). If non-negative, shooters using short_timer shoot their bullets and timer increments by 1 per frame until 15 is reached. Once 15, timer reset to -1 or 0 depending on Z key state.

5 - long_timer


Integer value between -1 and 120 inclusive (by default -1). If non-negative, shooters using long_timer shoot their bullets and timer increments by 1 per frame until 120 is reached. Once 120, timer reset to -1 or 0 depending on Z key state.

503 - flagClear(int n)


Clears flag(s) according to n. Refer to the flag table here for exact values.

91 - floatTime(int slot, float var, int time, int mode, float start, float final)


In time frames using mode mode, variable var changes from start to final. slot is used to set the slot to be used by this ins, every enemy has 8 slots.

-9980 - F1


Local float variable, inherited by spawned enemies.

-9984 - I1


Local integer variable, inherited by spawned enemies.

-9989 - ANGLE_PLAYER


Angle from the enemy to the player.

-9962 - BOSS_Y


Final Y position of the boss.

-9990 - PLAYER_Y


Player's Y position.

-9963 - BOSS_X


Final X position of the boss.

-9991 - PLAYER_X


Player's X position.

81 - circlePos(float varX, float varY, float angle, float radius)


Performs following operation: varX = cos(angle) * radius and varY = cos(angle) * radius

-9981 - F0


Local float variable, inherited by spawned enemies.

300 - enmCreate(string sub, float x, float y, int hp, int score, int item)


Creates an enemy using subroutine sub at coordinates (x, y) (relative to position of the parent), health of created enemy is hp, score bonus is score and item drop is item.

601 - etOn(int etId)


Shoots bullet(s) using properties from bullet manager etId.

23 - wait(int time)


Stops sub execution for time frames.

1 - delete()


Returns to the top of current call stack.

2 - GAME_SPEED


The value controls by how much faster the game speed is run. This variable is often set to a number between 0 and 1. This value is often changed when a (final) boss dies or when a photo is taken. Its default value is 1.

-9985 - I0


Local integer variable, inherited by spawned enemies.

-9983 - I2


Local integer variable, inherited by spawned enemies.

-9982 - I3


Local integer variable, inherited by spawned enemies.

-9954 - ENEMY_HP


Enemy's current HP.

3 - goheiExists


A flag that determines if a gohei exists on-screen or not. Flag is set to true by active gohei. Flag is set to false if gohei goes off-screen or is despawning.

-9926 - GI0


Global integer value. Value is initialised to 0 on stage load but not on stage reset.

-9925 - GI1


Global integer value. Value is initialised to 0 on stage load but not on stage reset.

-9924 - GI2


Global integer value. Value is initialised to 0 on stage load but not on stage reset.

-9923 - GI3


Global integer value. Value is initialised to 0 on stage load but not on stage reset.

17 - distortion(int a)


Triggers distortion effects on the edge of the screen. The meaning of the argument is not entirely clear. SA uses a value of 1 to create distortion at the bottom of the screen, while UFO uses this same value to create distortion at the top.

539 - spell3(int id, int timeRate, int unused, string name)


Declares a spell-card with id id and name unused. The ID passed to the spell-creating function is id + difficulty - 2 (with easy=0, normal=1, ..., overdrive=5). timeRate determines how much time the spell circle takes to shrink (in frames), as well as how fast the spell bonus decreases.

514 - setInterrupt(int slot, int hp, int duration, string subroutine)


Sets an interrupt on slot slot. Once caller's HP reaches hp or duration frames have passed since this instruction was called, the caller will terminate all subroutines it's currently running and execute subroutine subroutine.

270 - enmCreate270(string sub, float x, float y, int hp, int score, int item)


Creates an enemy using subroutine sub at coordinates (x, y) (relative to position of the stage background camera), health of created enemy is hp, score bonus is score and item drop is item.

115 - timer_callback_threshold(int time)


Calls the callback function timer_callback_sub after time frames have passed.

10022 - SELF_TIME


Integer value that increases by 1 every in-game frame. This value is used by bosses and by functions such as timer_callback_threshold.

7 - has_been_inbounds


This flag is set when the enemy has been within bounds. The default value is false.

8 - is_in_bounds


This flag is set when the enemy is currently within bounds. This flag is false if it is out of bounds.

Max power at 127 power


Specifications


  • Versions: 1.00 - 1.01 - 1.02 - 1.02a - 1.02b - 1.02c - 1.02d - 1.02e - 1.02f - 1.02h
  • Difficulty: Easy - Normal - Hard - Lunatic - Extra
  • Mode: Main game - Practice mode
  • Shottype: ReimuA - ReimuB - MarisaA - MarisaB

What happens


The shottype at 127 power will fire the same shooter configuration as the shot at 128 power. Unlike reaching 128 power, the "PowerUp" sound effect and screen text will not be triggered.

ReimuA firing bullets at 127 power.
Figure 1: ReimuA fires the same shooter configuration at 127 power as her shot at 128 power.

How it happens


To replicate this, you must reach exactly 127 power. This can be done regardless of character or difficulty.

Why it happens


The game uses hardcoded values to track character power thresholds. These thresholds are split across two separate variables that control different aspects of powering up.

  1. shooter_threshold: Determines when the player's shooter configuration updates (e.g. gaining extra options).
  2. effect_threshold: Determines when the game plays the "PowerUp" audio cue, displays the screen text, and triggers other events like cancelling bullets.

Threshold Comparison Table

Because the final threshold values do not match between the two variables, a discrepancy occurs at the maximum power level.

Configuration shooter_threshold effect_threshold
Configuration 1 8 8
Configuration 2 16 16
Configuration 3 32 32
Configuration 4 48 48
Configuration 5 64 64
Configuration 6 80 80
Configuration 7 96 96
Configuration 8
127
128

Because of this hardcoded discrepancy, a player reaching 127 power will have their shooters be as strong as its shooters at 128 power, but the game will not have played the "PowerUp" sound effect or have displayed the announcement text until 128 power is reached.



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