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.

Stage transition Desync


Specifications


  • Versions: 1.00a
  • Difficulty: Easy - Normal - Hard - Lunatic - Extra
  • Mode: Main game - Practice mode
  • Shottype: ReimuA - ReimuB - ReimuC - MarisaA - MarisaB - MarisaC

What happens


The replay desyncs when starting from the stage prior to the desync. Sometimes, it is also possible for the replay to desync even when playing the replay from the start of the stage, resulting in a replay that cannot be watched unless a third party tool is used.

How it happens


Bomb before the end of the stage transition occurs.
Furthermore, you must have 2.00 power or more for the desync to work when exiting the stage.

Why it happens


There are two different desyncs that are at play here:

  1. Desync starting from the previous stage
  2. Desync starting from the current stage

Previous stage desync


Replay data is stored at the end of the stage transition.
But some replay data, such as score, power, PIV are loaded at the beginning of the stage transition. (Note that the player position is loaded at the end of the stage transition.) This means if the player changes its power during the stage transition, during the replay the wrong amount of power will be loaded when the new stage is loaded.

Let p be the power the player exits a stage with (for example, if p = 155 then in-game the power is displayed as 1.55 Power). Assume that p >= 200. Then for all p, the following applies:
When causing the desync by playing the game the following happens:

  1. The stage ends. The player is now in the stage transition.
  2. A bomb is used by using the X key. 1.00 power is lost. The player has p-100 power.
  3. Player data is saved to the replay.
  4. The next stage starts.

When viewing the desynced replay, the following happens:

  1. The stage ends. The player is now in the stage transition.
  2. Player data is loaded. The wrong power is loaded, and the Power text is visually incorrect. The player has p-100 power.
  3. A bomb is used by using the X key. 1.00 power is lost. The player has p-200 power.
  4. The next stage starts.

Furthermore, the desync also causes the options to not work properly, resulting in some rather obscure shots.

A game screenshot with a displaced option
Figure 1: MarisaB's option is on the left side, despite her only having 1 power

Though, this only happens in the replay; not during actual runs.

The difference in power alongside the obscure options of the player causes the desync if the player shoots and/or bombs as certain enemies would be killed too early or too late.

Current stage desync


When using a bomb, the player is given i-frames or invincibility frames, making the player invincible for a temporary moment. The i-frames are not saved to the replay, meaning that starting a replay from the current stage does not start off with the correct number of i-frames.

For this desync to happen, the player must bomb at the end of the stage. Then, during the start of the subsequent stage the player has to go through some bullets/enemies and survive using the i-frames. Starting from the stage directly spawns the player with the wrong number of i-frames, meaning that the player will die to the previously-avoided bullets/enemies, causing the desync.



Replays


  • Replay Nylilsa by "Nylilsa". Lunatic, ReimuB, 1.00a. 「September 17, 2022」. Download link (Note: All stages are affected)

Videos


This section has no content yet. Would you like to add to this section? Contact me if you are interested!

All Mountain of Faith pages:
MarisaB 3 Power Damage · Corrupt replays · Stage 4 Desync · Bullet hitboxes glitch · Stage transition Desync · The 2038 problem · Slowdown Item Duplication
All Desync-related pages:
All Bombs-related pages:
All Stage transition-related pages: