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.

Reimu Timeout Glitch


Specifications


  • Versions: 1.00a
  • Shottype: Seija
  • Scenes: 8-5
  • Main items: None
  • Sub items: None

What happens


The boss the scene 8-5 glitches out when the scene is timed out under a certain condition.

How it happens


On this scene, the boss follows the player horizontally. If the player is to the left of the boss, the boss moves to the left and vice versa. The boss moves at a speed of one unit per frame to either the left or the right. This scene glitches out if the player times out the spell-card when the boss is busy moving to the left.

Why it happens


Firstly, the boss has no Out of Bounds (OoB) protection. This means that if the boss is off-screen by too much, then the boss despawns.
Secondly, when you timeout a scene the boss moves to the coordinates (-224, -16) (which is the top left), which is off-screen but not quite OoB. The action of the boss moving from its original position to (-224, -16) takes 60 frames. After those 60 frames, there are 10 frames where nothing happens. After those 10 frames, the (now off-screen) boss tells the game to end the scene. This is what happens usually.
However, the boss never reset its speed vector. This means that the boss retains its speed of one unit per frame, either to the left or right.
In this scene during those 10 frames where "nothing" happens, Reimu can do one of three things:

  1. She can stand still, which happens if you timeout the scene when below Reimu;
  2. She can move to the right, which happens if you timeout the scene while you are to the right of her;
  3. She can move to the left, which happens if you timeout the scene while you are to the left of her.
    In cases 1 and 2, nothing special happens and the scene ends normally. However, in case 3, the boss has moved by enough units such that the boss is now considered to be OoB. Since the boss does not have any OoB protection it means that the boss despawns. This means that the boss cannot call the instructions that end the scene, so the scene becomes never-ending.


Replays


Videos