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.
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.
D press Desync
Specifications
- Versions:
1.00a
- Difficulty:
Easy -
Normal -
Hard -
Lunatic -
Extra - Mode:
Main game -
Practice mode-Spell practice - Shottype:
Reimu -
Marisa -
Sakuya -
Sanae
- Cards:

What happens
Your replay desyncs. In the stage the replay desyncs in the player starts off with the wrong card. You are sad about the fact your first Lunatic 1cc is desynced, and you are desperately looking for a way to fix the desync.
How it happens
Your replay may desync when pressing D during the stage transition. This only works when there are 2 or more active cards equipped by the player.
Why it happens
In order to understand why the replay desynchronises we must first understand when and what the replay saves in between stage transitions.
In UM, the most significant data the replay saves go as follows. It saves the data at different points: only at the start and at the end of the stage transition the data is saved. When what gets saved goes as follows:
Data saved at the start of the stage transition:
- Score
- Life count & life pieces
- Bomb count & bomb pieces
- Power count
- Gold count
- Active cards
- Equipment cards
- Passive cards
- Cooldown of your active cards
- Currently-equipped active card
Data saved at the end of the stage transition:
- Player's position
- In the replay, when entering the subsequent stage, the data is loaded at the beginning of the stage transition. However, the currently-equipped active card can change during the stage transition. This means when the replay directly starts from the stage it desyncs in the wrong card is loaded because of avoided inputs.
But because the data is loaded at the start of the stage transition and the inputs are not avoided this means the replay should theoretically not desynchronise when starting from the stage prior. However, this is not the case.
- For an unknown reason, the inputs from your player during the stage transition do not work in the replay. Theoretically, the replay should not desync if the player kept the inputs during the stage transition, but the replay does not take it into account.
Essentially, the replay does not work when starting directly from the stage and it does not work when starting from the stage prior due to two independent mechanics.
Links
Replays
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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 | All Desync-related pages: | All Stage transition-related pages: |