GTAVC 100% Definition ~DISCUSSION~
8 years ago

You all know that the 100% category of Vice City has been split in between Ingame 100% and "do everything that gives percentage" since duping was discovered. Everyone is agreeing that "do everything that gives percentage" is the main 100% category (since the other one is boring), this category allows duping any missions you want if it's faster than doing it the regular way, as long as you pass all 153 objectives of 100% (example Jury Fury dupe or Taxi fares dupe)

With the recent Green Pepper/Japanese version discovery it is possible to get the percentage (and the asset completed counter and change the savefile name) from Cherry Poppers without selling any icecreams. But you do not get the asset completed cutscenes nor the reward, a money marker which gives $3000 every 24h.

It was also found that by starting Distribution during the later part of Cabmageddon will somehow start parts of a Chooper Checkpoint Challenge, and I believe than once we'll try out every missions combination (all thousands of them) we might get percentage from a third mission or objective in a similar way than CP skip, the mission would still be doable and the next mission (in the mission tree) may or may not be unlocked.

I feel like this should be reserved for a "glitched 100%" category that already exist (ingame 100%).

Feel free to post your opinions or anything you want to add to the discussion here (100% runners or not).

#NODRAMA

PS: I'm not making a poll until people discuss this. And CP skip is still allowed until a consensus is found on the matter

Germany

IMO we should not discuss if the CP glitching is compatible with the rule "complete everything that gives completion" because when it was made, no one had something like this in mind. We should discuss whether it is compatible with "proper" 100% completion and if need be change the rule .

That's all from me, for now at least.

Lithuania

Oh nice you guys finally having discussions about stuff like this instead of letting few people decide PogChamp

Friesland, Netherlands

Patrick, what is your definition of "proper 100%" if it is not "complete everything that gives completion" or "get the counter to 100%"?

Portugal

"But you do not get the asset completed cutscenes nor the reward, a money marker which gives $3000 every 24h." Personally I don't consider these relevant. If there was a glitch that would skip these cutscenes/rewards but still award you the asset, why would you not use it?

"Personally I do not consider the mission being "completed" for 100% because you can do Distribution again (aka selling 50 icecream in a row) at any point and get the cutscene/reward/percentage, as well as changing the savefile name. (I also think you can do CP legit first, then do the CP glitch later for the same results) "

I just tried doing intended Distribution after Distribution insta-skip and I didn't get extra percentage, asset cutscene nor money pickup. I assume you also tested it and got different results? (Didn't test the other way around)

Germany

S: The "don't focus on the completion rule" I can't justify, tbh. :D I probably said that because in yesterday's discussion, I felt people's focus was too narrow: "we glitch past 95% of the mission code. The bit of code of it that was executed included 'give percentage' but not x,y,z. Is that enough to count it as completed?"

I feel that it would be controversial still if the glitching didn't jump to the "give percentage" but to the part that is executed when the counter is at 50 and you exit. Would that be "glitchy" enough to treat it like memory corruption?

South Georgia

So the definition for all missions is "do every mission that changes the name of your save file". Then doing a skip on distribution that doesn't change the name, wouldn't be allowed.

And 100% wouldn't be 100% if it doesn't include all missions.

I retested doing distribution again and it didn't work. Either I did something specific to make it work or just used a wrong savefile. disregard this argument.

Portugal

Jolzi: To prevent confusion, this is part of the code that is confirmed to run when the CP skip is done

030C: progress_made += 1 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0318: set_latest_mission_passed 'CREAM' // Distribution 0394: play_music 1 $612 = 1 // integer values $7856 = 1 // integer values

So it gives percentage, sets the savefile to "Ice Cream Mission", plays the mission passed music and (according to S, not sure about this part) sets the asset as completed and sets Distribution as taxable for Cap the Collectors. This isn't all of the code that is run, as at some point it also increments the number of assets.

In conclusion, the mission is passed and gives you the percentage

Friesland, Netherlands

Patrick, I see where you're getting from. However, we would need to have a CLEAR and LOGICAL definition of what X, Y and Z would be before I start actively opposing this glitch (Trust me, I really dont want to do this glitch, but I don't see any reason right now not to other than "it is dumb")

Continueing on Powdinet's bit of code: Whenever you get out of the van, the game checks for two things.

  1. First, it checks whether you already completed the asset (if $7856 == 1) If you have, then nothing happens.
  2. If you don't, then check if I have more than 49 deals. If we don't, then ok. If we do, then give the asset and play the cutscene % and the savefile name change and the mission marked as completed are only rewarded AFTER the cutscene is over (same logic as why KYFC cutscene is part of 100%)

The $612 variable is only ever used during CtC (not even during CP itself), so this variable explains why CtC won't instafail if this skip is done. $7856 is not used in CtC, only in CP upon getting out of the van.

By starting CP during HTC, the check for 49 deals and asset already completed is skipped, and so is the cutscene (heck, it even skips the check for whether the player has left the van). Instead, the code immediately executes the bit that happens after the cutscene (why? we dont know). This explains why this glitch can be done repeatedly over and over and % can be given over and over: Because it doesn't actually do the check. However, if the mission is done 'regularly', then it WILL do the check so it wont give % again. (Unlike what Gael said, as Powdinet tested).

As far as the game is concerned: This mission is completed, and it will act accordingly when the check for it is done.

However, this is not the ONLY bit of code executed. As Powdinet mentioned: It also increments the number of assets and as visible, the screen fades to black and back.

This means that this is the code that is executed:

:ICECRE1_4018 02A3: toggle_widescreen 0 Camera.Restore_WithJumpCut Camera.SetAtPos($7832, $7833, $7834) $1175 += 1 // integer values fade 1 1000

:ICECRE1_4049 if fading jf @ICECRE1_4073 wait 0 jump @ICECRE1_4049

:ICECRE1_4073 030C: set_mission_points += 1 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0318: set_latest_mission_passed 'CREAM' // Distribution 0394: play_music 1 $612 = 1 // integer values $7854 = 1 // integer values

:ICECRE1_4119 return

Before this code is a check whether it is fading (which may or may not be executed), and before that is the code that says "CHERRY POPPERS COMPLETED. It will now generate revenue up to $x, be sure to collect it regularly. (which likely isn't executed evidenced by this text not actually appearing on screen.)

Why does it jump to this bit of code? Noone knows. But this just happens to be the bit of code that marks the mission as completed and gives %, which is the relevant bit for the current definition of 100% and AM. I do not see any other logical and easily definable variable that we can point at and say "This is going to be our definition of 100%", without there being some form of arbitrariness involved.

[quote]So the definition for all missions is "do every mission that changes the name of your save file". Then doing a skip on distribution that doesn't change the name, wouldn't be allowed.

And 100% wouldn't be 100% if it doesn't include all missions.[/quote] It does change the savefile name though.

"100% wouldn't be 100% if it doesn't include X" doesn't work as an argument because then we'd also have to do Bus Driver in VC or USJs in SA. What makes a good definition of X?

In short: This mission is severely broken, not skipped.

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Slovenia

If you get the %, the savefile name changes and the asset counts towards CtC activation, I consider the mission passed and valid for AM and 100%.

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South Georgia

i was talking about the category all missions. I don't remember there being a busdriver category.

But i assumed it wasn't changing the name with the strats you do in 100%. I know that it does change the name in any%. If it's the same then it's perfectly fine.

Friesland, Netherlands

Why would the rule "100% isn't 100% if it doesn't include X" apply to the all missions category but not any other category though? Looking at other categories to define 100% is dumb imo, no matter how not-gimmicky the category is.

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