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.

Chimata Final Timeout Crash


Specifications


  • Versions: 1.00a
  • Difficulty: Easy - Normal - Hard - Lunatic - Extra
  • Mode: Main game - Practice mode - Spell practice
  • Shottype: Reimu - Marisa - Sakuya - Sanae
  • Cards: None

What happens


The game crashes after timing out her final spell-card in Spell Practice mode.

How it happens


The game crashes when timing out Chimata's final spell-card. This only happens if the final spell-card is timed out in Spell practice mode. The difficulty does not matter.

Why it happens


During phase 1 through phase 4, Chimata shoots bullets that transform to knives when too close. There are two conditions that need to be fulfilled for the bullets to transform.

  1. The maximum distance between the bullet and the player is 128 units (value is 96 units on phase 3 & phase 4);
  2. The minimum distance between the bullet and Chimata is 16 units on all phases.

Note that for both requirements to be fulfilled, the bullets must look for both the player's and Chimata's position every frame the bullets are on-screen.

The way the game handles the boss when timing down a pattern is different in Spell practice:

  • If a non-timeout spell is timed out in Spell practice, all bullets are instantly cleared and the boss is immediately unregistered.
  • If a non-timeout spell is captured in Spell practice, all bullets are slowly cleared and the boss is unregistered after 60 frames.
  • If Chimata's final spell is timed out outside of Spell practice, the bullets slowly clear and the boss is unregistered after 60 frames.

The fact the boss is unset immediately seems insignificant, but this difference in time is what causes the crash.

The bullets read the boss's position off the array boss_ids. This is where it reads off the boss's position every frame when the boss is registered.
If Chimata's final is timed out in Spell Practice, the boss is immediately unregistered. Because of this, if the bullets cannot find the enemy associated with the ID in the boss_ids array anymore, the ID the bullets get is 0. 0 is not a valid enemy ID (valid enemy IDs start from 1), so it fails to find the enemy associated with it.
Because of this, when it loads the data from the enemy with the ID 0 the bullets access invalid memory. This causes the game to crash.



Replays


The nature of this bug involves a crash, meaning it is not possible to save a replay of it.

Videos


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All Unconnected Marketeers pages:
Slowdown Item Duplication · Chimata Final Timeout Crash · D press Desync · Takane Card Cost · No Bombs in Practice Mode · Centipede + Wolf cards combination · Lily White Crash · Dragon Eater Timeout · Momoyo's Final Bomb Damage · (Sub-)shottypes Not Functioning · Shield Method of the Youkai Laser Misalignment · Shop Manipulation · Incorrect Playtime · Koishi Card Desync · Equipment Cards Desync · Momoyo Card Desync · Byakuren Card Desync · Eirin/Eiki Card Purchase Crash · Eirin Card Deactivation
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