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.

Score Underflow


Specifications


  • Versions: 1.00a
  • Shottype: Seija
  • Scenes: All except: 1-1, 3-1, 5-1, 6-1, 8-1
  • Main items:
  • Sub items: None

What happens


The game sets your score to a score of 9,999,999,990. This can only happen in scenes in which a spell-card is used, which are almost all scenes.

How it happens


The current score must reach a negative value. The only way to reduce your score is by capturing a spell that has a negative spell bonus. Furthermore, you must make sure that the negative spell bonus is large enough such that your current total score is negative.

Why it happens


In order to understand this we must understand how numbers are stored.
Your current score and your highscore is stored as an unsigned 32-bit integer. This means it can store values ranging from 0 to 4,294,967,295, in total having 2^32 possibilities.
In the case of a replay getting a score of 9,999,999,990, the value the game reads/writes is 999,999,999,NOT 9,999,999,990. The last digit of the displayed score is saved somewhere else.

Underflow


Since score can take values from the range [0; 4,294,967,295] values that go above the limit of 4,294,967,295 is called overflow. Values that go below the limit of 0 is called underflow.

The integer 0 in binary is 0000 0000 0000 0000 0000 0000 0000 00002. If 1 is subtracted from 0 we get a number that in binary is 1111 1111 1111 1111 1111 1111 1111 11112.

As an analogy, just imagine the number 40,000 in decimal notation. You are only able to read the first 4 digits from the right (0000). If 1 is subtracted from 40,000 we get 39,999. However, since you are only able to read the first 4 digits from the right the digits you can see are 9999. This means subtracting 1 from 0 sets the score to 4,294,967,295.

Method


In order to achieve getting a "negative score", the player must use the camera item.

The way spell bonus is calculated is by subtracting a constant from the current bonus when five seconds have passed. The constant depends on the initial value of the spell bonus.

Usually, the spell-card would be timed out when waiting too long. However, it is possible to extend the duration of the spell-card while letting the spell bonus reduction keep running.

This is done by using the camera, slowing down the timer but not slowing down the spell bonus reduction. Once the absolute value of the negative spell-bonus is approaching is greater than your current score, the spell-card must be captured. If done well, the spell bonus gained should be a negative value. This triggers the underflow.

9,999,999,990


There is a scorecap in the modern games of Touhou, which is set at 9,999,999,990. This is an arbitrary number chosen by ZUN. It is not possible to get a score higher than 9,999,999,990 without the use of modifications.

This is why the score is set to 9,999,999,990 and not anything else.



Replays


  • Replay Nylilsa by "Nylilsa". 1-5, Seija, 1.00a. 「September 18, 2022」. Download link

Videos


All Impossible Spell Card pages:
Score Underflow · Reimu Timeout Glitch
All Overflow-related pages: