Do not enter Dodo from mission! However, regular spawned Dodo is okay.
Instapass happens, if you enter Patriot during Salvatore's called a meeting after picking up Luigi while on_mission = 0. There might be a probability that one byte in the memory can be corrupted, but at worst it should only make one of the phones ringing.
It also may save no time, since more than 3 minutes are wasted on Salvatore's called a meeting, but instapass is instapass OpieOP
Unfortunately, Sentinel from The Thieves doesn't have a set color. It is worth noting that the car is saved regardless of whether it is in garage or not. Also running 'The Thieves' from save works fine, and finishing it doesn't affect existence of this Sentinel. As any 'marked' car (for example, glitched by replay) it doesn't disappear, unless it is destroyed, even in cutscenes.
Also it may somehow be related to Gone Fishing mission, because it spawns Sentinel somewhere close to this location (closer to fixed Patriot spawn).
I researched exe a little bit and came to interesting conclusions.
First of all I will start with what happens in GTA III. The only opcode that contributes to "mission passed" stat is 0318. It also changes the savefile name. The opcode that sets the total number of missions is 042C and these stats are used together in "Mission passed" row of in-game stats. So from technical point of view definition of "all missions%" in GTA III is to reach every existing opcodes 0318 of game script. For example, technically current 100% definition is to reach every existing 030C opcode of game script.
Now to Vice City. Indeed it does not have "mission passed" stat that is saved in savefile. But there still is such a counter in game memory and this counter is increased by the same 0318 opcode. Here is a screenshot provided by Lighnat0r, the counter in question is called MissionPassed_CStats:
It also includes 0595 opcode implementation. The thing is that the implementation didn't change much from GTA III. This counter, as I mentioned earlier, is not saved in savefile and is reset after reloading game. But 0318 is not the only opcode that changes value of the counter. As seen on screenshot, 0595 also increases this counter. Additionally, the total mission counter is set by the same opcode as in III, 042C, and sets total missions to 88. There are 57 occurences of 0318 opcode in original script, and 31 occurences of 0595, total of 88.
So, according to definition of GTA III all missions (which technically doesn't differ much from 100%), there are two ways of defining all missions in VC. First is to inherit one from III in terms of opcode (which is current definition) and changing savename, and the second is to take mission definition of VC and include side-missions that end with 0595.
Sorry for too many techicalities, but they were point of this post :)
So I decided to summarise the info on this interesting glitch, which doesn't seem to be useful for speedruns, however, still is pretty amusing and can theoretically help in extreme situations.
First of all, videos. With cheats. Without cheats.
What is the trick? It depends on two things. First of all, special busting animation should occur. Besides usual animation, during which cop needs to open door first, there is another which occurs while player is entering a car. Here are two gifs of busts showing both animations. Regular:
Special: The second one can lead to invincibility glitch. The thing is that player is set to be busted even before he gets in the car. To avoid unexpected outcomes it was programmed that player can't die until he fully enters the car. However, there is a way to cancel entering animation, by blowing up the car during it. Player will not die and since he is set to become invincible until he gets in the car, he remains invincible.Car can be blown up at least in two ways. First and easy one is to type blowing up cheat during animation. Second one is to set car on fire beforehand and then get in.
Getting the necessary animation is more tricky. There is a consistent way to get it: if player punches cop and immediately enters the car (while cop is still recovering), this animation will occur. It is a bit more tricky without a cheat because cop should be near a car so that player can quickly enter it, and it takes time to damage a car. It also seems more consistent if cop has already pulled out a pistol.
Damage that should be dealt to the car is at least 750 but no more than 1000 (8 or 9 shotgun pellets or 15-19 M16 bullets unless car is damaged too much) for it to start burning and not to explode.
Also since player is set to be busted, he can't enter any car until whatever remains of busting cop still exist, otherwise he will be busted.
Now about invincibility itself. While player is on foot nothing at all can kill him: not bullets, fire and explosions, not cars running him over, not water and not even crusher, which normally sets health to zero if player gets inside it. While player is in car he still doesn't take damage from water. But if a car gets blown up with a player inside, he dies. Also player still can be busted.
The unfortunate part about it is that invulnerability is removed by opcodes 01B4 with parameter 1 (remove frozen state) and 02EA (end cutscene) if there actually was cutscene. So this basically means that any mission removes invincibility. However it works with rampages and regular gameplay.
This glitch also works in Vice City and was originally discovered by KAS.
Yes, Jolzi, I just checked, it's enough to just block both doors by any means. I wonder why this works only during the mission.
So I've recently found out that Evidence Dash can be instapassed with a tank. I'm not sure if it is known but there is pretty quick way to obtain it during Arms Shortage. The execution is awful in my video but a think optimal time would definitely be under a minute (maybe much less if tank is pushed while waiting for Colombians). Unfortunately there is a small problem because this particular tank is not explosion-proof, so it can start burning after a few collisions. Anyway, i hope this can be useful. The general idea is to block both doors. For some reason only during a mission (at least it didn't work for me after speaking to Phil) if you try to enter a tank, Claude gets in. PS: Not sure if it is important, but if the tank is stored in garage, it becomes explosion-proof.