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.

Score 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


Quite often, the score at the end of stages 2 through 6 may end up with a slightly different value that only varies by a couple thousand points.

Note: This shift in score does not cause a replay desync!

How it happens


This often happens when rewatching a replay that is on stage 2 through stage 6. Note that the replay does not need to start on stage 2 through stage 6, meaning that starting a replay from stage 1 may give a different score when exiting stage 2.

Why it happens


The score desync is caused because the replay stores an incorrect PIV (Point Item Value).

In SA, the PIV can be increased as follows:

  1. Collect a big green star item (collecting 1 increases PIV by 100)
  2. Collect a small green item (collecting 1 increases PIV by 10)
  3. Collect a cancel item (collecting 100 increases PIV by 10)

For the last point, only for every 10 cancel items collected, the PIV increases by 10. However, this does not mean that 1 cancel item collected increases the PIV by 1. This means that if a total of 25 cancel items have been collected, the PIV is increased by 20.

Though, the game needs to keep track of how many cancel items have been collected. Luckily, the game keeps track of this by increasing the PIV.

PIV stored internally


The PIV stored internally is different from what is shown in-game.

A screenshot of how the PIV is shown
Figure 1: The PIV display

In the screenshot above, the PIV is 214810. This PIV is used for calculating the value of point items. The PIV stored internally is 21481480. The actual PIV is calculated as follows: Actual PIV = Internal PIV / 100 - Internal PIV / 100 % 10

In SA, when increasing the internal PIV the following actually happens:

  1. When collecting a big green star item internal PIV increases by 10000)
  2. When collecting a small green item internal PIV increases by 1000)
  3. When collecting a cancel item internal PIV increases by 10)

PIV stored in the replay


At the end of stages 1 through 5, various variables are saved. One of the variables saved is the PIV.
The value of the internal PIV is not directly copied to the replay. Instead, similarly the PIV stored in the replay is as follows: Stored PIV = Internal PIV / 100 - Internal PIV / 100 % 10

When the next stage is loaded, the actual PIV is set as follows: Actual PIV = Stored PIV * 100

When the next stage is loaded, there is a small difference of Internal PIV / 100 % 10 in the internal PIV. Since there is a difference in the internal PIV, it means that the value of point items may deviate by exactly 10 points, which causes the slight score desync.



Replays


Nearly all replays should have this bug, so none are provided for now.

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 Replay-related pages:
All Stage transition-related pages: