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.

Stage 3 & Stage 5 crashes


Specifications


  • Versions: 1.00a
  • Difficulty: Easy - Normal - Hard - Lunatic - Extra
  • Mode: Main game - Practice mode - Spell practice
  • Shottype: ReimuSpring - CirnoSpring - AyaSpring - MarisaSpring - ReimuSummer - CirnoSummer - AyaSummer - MarisaSummer - ReimuAutumn - CirnoAutumn - AyaAutumn - MarisaAutumn - ReimuWinter - CirnoWinter - AyaWinter - MarisaWinter - ReimuExtra - CirnoExtra - AyaExtra - MarisaExtra

What happens


It is possible for the game to crash mid-run. This crash is only known to happen in two places of the game: in Stage 3 and in Stage 5.
In stage 3, the crash may happen after the mid-boss during the four fairies section.
In stage 5, the crash may happen during the laser spam section before the mid-boss.

Stage 3 and Stage 5 sections are shown, in particular parts with lots of bullets/lasers
Figure 1: Left: Stage 3 post-mid-boss section with a lot of bullets. Right: Stage 5 pre-mid-boss section with a lot of lasers.

How it happens


The crashes are triggered as follows:

Stage 3 crash: on Lunatic, the player must have chosen Spring as their subshot, the player must stay in the middle, and enough bullets need to have spawned. When there are enough bullets on-screen, the player should release. If done correctly, the game crashes.
Stage 5 crash: on Lunatic, the player must die at a particular point during the laser section. When the death is well-timed, the game crashes.

It is important to note that during both sections there is a lot of action going on. On the Stage 3 crash, there are a lot of sprites that have spawned as a result from having cancelled the bullets. On the Stage 5 crash, a lot of lasers are cancelled at once.

Why it happens


The full explanation of the glitch can be found here done by ExpHP. As of writing this, I do not understand much of it. A summary will be made and posted here.

This placeholder text has been placed here because this section is a Work In Progress. If you believe you could help out, please contact me !



Replays


Since the glitch is about a crash, it is not really possible to get a replay from it.

Videos


Other