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.
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 stage transition happens. The effect may be different depending on the character used and when the bomb was used.
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:
- Desync starting from the previous stage
- 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:
- The stage ends. The player is now in the stage transition.
- A bomb is used by using the X key. 1.00 power is lost. The player has
p-100power. - Player data is saved to the replay.
- The next stage starts.
When viewing the desynced replay, the following happens:
- The stage ends. The player is now in the stage transition.
- Player data is loaded. The wrong power is loaded, and the
Powertext is visually incorrect. The player hasp-100power. - A bomb is used by using the X key. 1.00 power is lost. The player has
p-200power. - The next stage starts.
The difference in power causes the desync if the player shoots and/or bombs as certain enemies would be killed too early or too late.
Current stage desync
KIf the player uses a long-lasting bomb, it is possible to carry over the bomb to the next stage in which the bomb would interact with an enemy, possibly killing it. When rewatching the replay by directly starting from the stage, the bomb would not be there, meaning that the previously killed enemy would now live on. This desync makes the stage unwatchable when starting directly from the stage.
Links
Replays
- Replay
Nylilsaby "Nylilsa". Lunatic, ReimuC, 1.00a. 「September 10, 2022」. Download link (Note: Desync on Stage 2 and Stage 3. Replay is unwatchable)
Videos
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All Subterranean Animism pages: | |
|---|---|
| Negative Spell Bonus · ReimuA 2 Power Damage · Mid-boss skips · ReimuC Desync · Score Desync · ReimuA Desync · Stage 6 Desync · Stage transition Desync · Extra Relocking · Extra Leaderboard Crash · 999.99s Spell Timer · Stage Transition Death Crash · Slowdown Item Duplication | All Desync-related pages: | All Shottype-related pages: | All Bombs-related pages: | All Stage transition-related pages: |