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.
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.
Stage Skip
Specifications
- Versions:
1.00 -
1.50a
- Difficulty:
Easy -
Normal -
Hard -
Lunatic -
Extra - Mode:
Story mode -
Match mode - Shottype: All
What happens
It is possible to consistently skip multiple stages in the Story mode of the game. In both versions, you can skip until the final stage. Performing the stage skip on the final stage crashes the game. Performing the stage skip on Extra stage warps the player back to Stage 1.
How it happens
The stage skip bug can be performed on both version 1.00 and version 1.50a.
1.00 skip
To perform the skip on version 1.00, the player must do the following:
- Enter Story mode on any difficulty as any character;
- Reset by pressing the R key.
1.50a skip
To perform the skip on version 1.00, the player must do the following:
- Enter Story mode on any difficulty as any character;
- Select the option
Return to Title; - Hover your cursor over
Yes; - Simultaneously press the keys Z and Up, or Z and Down.
Why it happens
1.00 skip
This placeholder text has been placed here because this section is a Work In Progress. If you believe you could help out, please contact me !
1.50a skip
There is a state variable that keeps track of the states of menus. Depending on its value, it does different things. (for technical readers, the state variable in version 1.50a is th09.exe+D66F8)
When hovering over Yes, the state variable is set to 4. When hovering over No, the state variable is set to 5. When pressing Yes, the state variable updates to (state != 4) + 8. This effectively updates state to 8. However, by immediately switching to No by pressing Up/Down after pressing Yes, the state gets set to 5 (because it hovers over No). Then, the state = (state != 4) + 8 runs, effectively setting the new state to 9. This state variable 9 happens to progress to the next stage.
Links
Replays
This section has no content yet. Would you like to add to this section? Contact me if you are interested!
Videos
- Maribel Hearn. 「May 2, 2022」. "Touhou 9 - Phantasmagoria of Flower View - Stage Skip Glitch" https://www.youtube.com/watch?v=q5J8_tn8Ibs
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