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.

Marisa's Lasers


Specifications


  • Versions: 1.00a - 1.00b
  • Difficulty: Easy - Normal - Hard - Lunatic - Extra
  • Mode: Main game - Practice mode - Spell practice
  • Shottype: ReimuA - ReimuB - MarisaA - MarisaB - SakuyaA - SakuyaB

What happens


Marisa's laser(s) bugs out. It may burnout, it may be set at a 45° angle, it may undergo quantum tunneling and kill and enemy the opposite side of the screen.

This event happens at random, meaning your replay may be desynced because of this bug.

Two game screenshot of Marisa shooting lasers. One laser is crooked.
Figure 1: Both images are from the same replay and taken at the same time in the replay. However, the replay on the left shows a skewed laser.

How it happens


Marisa's laser(s) rarely bug out when it comes in contact with an enemy. This event happens at random.

Why it happens


The code for Marisa's lasers is as follows:

 // For full code, see https://www.bilibili.com/read/cv5915344
[...]
if (!a3)
{
    [...]
    v19 = v48; // This line causes problems.
    [...]
    v20 = v19 + 8,0;
    v7[44] = v20; // Set Length
    [...]
}

To summarise the code above:
The value of v19 is set to the value of v48.
However, the value of v48 is undefined. This is because v48 is an uninitialised variable, meaning v48 has never been assigned a value before. This means v48 has an undefined value.
With this logic, the value of v19 is also undefined.
This also means v20 is undefined.
v7 sets the length of Marisa's lasers. Because v7 takes the value of v20 it means that v7 too is undefined.
Because v7 is undefined, the length of Marisa's laser is set to an undefined value. This causes the laser to glitch out.

In terms of why the bug happens very inconsistently, it has to do with numerous factors; your operating system being one of them from what I have been told.



Replays


  • Replay Helio by "Helio Knight". Lunatic, MarisaA, 1.00b. 「February 18, 2023」. Download link

Videos


Other


Patches


All Double Dealing Character pages:
Score Underflow · Bulletless Kagerou · Marisa's Lasers · Barrier Bug · Gohei Duplication · Benben Spell 2 Crash · Screen-flipping Effect Undo · Slowdown Item Duplication · Timeouts on Tsukumo Sisters on Extra · Shinmyoumaru's 2nd Non-spell Bowl Breaking · Item Collection Bonus Persisting
All Desync-related pages:
All Uninitialized-related pages:
All Shottype-related pages: