Marty Chonks Megajump
Megajump from Rumpo Rampage to package
Megajump from Pike Creek to safehouse if you're too lazy to use the USJ
Megajump for The Exchange (100% strat)
There's also a potential jump from the dam entrance to the sniper, but I haven't found a good way to not get killed by doing it
"...ends as soon as you lose control as the final cutscene starts after shooting down the helicopter on 'The Exchange'."
This is incorrectly defined even as it is now. The conditions to trigger the cutscene are "Helicopter destroyed" and "Maria is following player". If a skip for shooting the helicopter was found, it could be just reworded to "trigger the final cutscene in The Exchange", or something along those lines.
"Also, can someone explain what triggering the credits during an earlier mission does to the game/remaining missions/etc?"
The credits themselves do nothing, so the game state would stay the same (other than having pretty letters on the screen for a while during gameplay)
:CAT1_6818 0004: $THE_EXCHANGE_COMPLETED = 1 0004: $FLAG_ALL_MISSIONS_DONE = 1 0110: clear_player $PLAYER_CHAR wanted_level 0318: set_latest_mission_passed 'CAT2' // 'THE EXCHANGE' 030C: set_mission_points += 1 0164: disable_marker $COLUMBIAN_MANSION_MARKER 014C: set_parked_car_generator $SPECIAL_TANK cars_to_generate_to 101 034C: shoreside_complete 0051: return
In the original code, it's this part of the code
mission_cat1_passed:
flag_cat_mission1_passed = 1 flag_suburban_passed = 1 //PLAY_MISSION_PASSED_TUNE 1 //PRINT_WITH_NUMBER_BIG ( M_PASS ) 1000000 5000 1 //"Mission Passed!" CLEAR_WANTED_LEVEL player REGISTER_MISSION_PASSED CAT2 PLAYER_MADE_PROGRESS 1 REMOVE_BLIP maria_contact_blip SWITCH_CAR_GENERATOR special_tank 101 SUBURBAN_PASSED //START_NEW_SCRIPT credits_loop RETURN
So $FLAG_ALL_MISSIONS_DONE was originally "flag_suburban_passed"
You need to skip the cutscene as fast as possible, otherwise the game softlocks
Not yet. I checked Taxi Driver first because it was the easiest to do so. Vigilante has 6 seperate completions (three for 10 criminals in each island, three for 20 in each island), and Paramedic has 3 (35 and 70 patients saved, beat level 12), while Taxi Driver only has 1 (100 taxi fares)
How to replicate:
Start Taxi Driver during the mission "Cipriani's Chaffeur", after the Laudrette cutscene (It's a triad ambush!). Starting it before the cutscene is a regular Taxi Driver dupe, starting it during the cutscene is a crash. If done correctly, the game will present the usual pager message for Taxi Driver completion "BIGGER! FASTER! HARDER! new Borgnine taxis open for business in Harwood. Call 555-BORGNINE today!", along with the percentage increase
Application for 100%:
Faster method http://www.twitch.tv/powdinet/c/6943803
This looks like a huge find, not only for Any% and Classic% (phonecalls during missions, maybe more), but also for 100% (strangers and freaks, dates with friends, most wanted during missions). Only downside is needing a police vehicle and having to wait for the Vigilante mission to fail.
Definitely has huge potential. I'll try to mess around with it a bit.
Go to your Vice City User Files folder in Documents and delete/rename gta_vc.set. It's probably the JPN version's.
I made a replay over the shotgun rampage, save started it, save reload, and could still start it on the first location via reload. Tested it with Vigilante, worked the same. Not sure why it works for me but not you.
The method for getting ammo this way was found a while ago though: http://www.speedrun.com/gtaiii/thread/xdp8l/1#8kc3e
Jolzi: To prevent confusion, this is part of the code that is confirmed to run when the CP skip is done
030C: progress_made += 1 Player.CanMove($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
"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)
If you have a non-steam version of the game installed, try uninstalling it and try again. That's what caused that message for me.
"There still exists some uncertainty with certain phone calls, but for the most part, everything is now crystal clear with how the game "works"" - Kyle's comment on his Classic% PB
Is there any place I can see exactly how phonecalls "work" and the decision making behind the current IV Classic% (same as Any%?) route?
(To make replays - F2 F3 F1 F2. The first F2 isn't necessary for every replay after the first)
(1:50) Luigi's Girls - Hospital Tutorial Replay setup (2:35) Don't Spank Ma Bitch Up - Taking a Police Car because it's faster. Can be used later. (4:10) After Don't Spank Ma Bitch Up - Use Hospital Tutorial Replay after getting in the car.
The Hospital Tutorial Replay is used to prevent despawning of emergency vehicles after the Blow Fish deathwarp, which ends up being faster and gives you more chance at unlocked vehicles. Using this replay before Claude gets in the car fully can crash the game.
(5:40) Mike Lips Last Lunch - Shotgun Rampage Replay setup
(8:40) Van Heist - Holding Caps Lock during the entire mission for consistent rampage start.
(9:40) After Van Heist - If you have a police car/taxi from Don't Spank Ma Bitch Up, you can use it for consistent rampage start. Since Vegeto is doing Caps Lock strats he didn't go for it
(9:55) - After Van Heist - Rampage start Vigilante by playing the replay and letting Caps Lock go. Start Cipriani's Chaffeur
(10:20) - Cipriani's Chaffeur - Rocket Launcher Rampage Replay setup
(11:45) - Taking Out the Laundry Dupe&Fail. Explanation copied from the testing thread: "The current theory for how it works is this: failing the mission unloads one instance of the mission, and the removal of the things in that instance of the mission passes the other instance of the mission. For example failing 3 vans removes the vans from one of the missions, and because the game detects that the vans have been 'removed' the second instance of the mission passes it for you. That's why it works with the missions it has worked for. "
(12:10) - After Taking Out the Laundry - Enjoy your cop car RNG
(16:40) - Rampage start Chaperone. Can use Caps Lock strats during Salvatore Called a Meeting if you want, it apparently only costs 5 seconds
(17:55) - Chaperone - Rocket Launcher Rampage Replay setup
(18:20) - Chaperone - Use the replay you just made. If your time is too low, getting in the marker quicker would waste time because of the cutscene, so it's worth waiting until it gets low enough to start the rampage before the cutscene
(20:40) Cutting the Grass - Start AK-47 Rampage. If you're there too soon, you can save a replay and start it while driving the taxi. You can also wait before starting the mission for the timer to lower enough for the replay to not be necessary. Do what you like the most.
(21:15) Cutting the Grass - M16 Rampage Replay setup. Make sure the drive during this mission is clean, you don't get a lot of room for error.
(22:50) - Triads and Tribulations Dupe&Fail
(26:35) - Vegeto takes the grenades from Taking Out the Laundry here. If you feel you're not going to make the Portland cycle if you do, get them at ammunation later instead.
(28:40) - Rampage start Last Requests. Use the emergency vehicle you got after Blow Fish deathwarp. If you didn't get any, you can rampage start normally, or take the fixed taxi spawn for consistency (which is slower)
(31:30) - Sayonara Salvatore - Rocket Launcher Rampage Replay setup
(32:00) - Sayonara Salvatore - Start the Rocket Launcher Rampage. xx:50 is the safest time you should pick it up, Vegeto used xx:37 which is very tight. Hurt yourself for faster deathwarp
(34:00) - Under Surveillance Dupe&Fail
(34:20) - Rampage Start Paramedic. Paparazzi Purge with rockets. If you miss the shot, you can try again
All the replay based glitches after this were already on the old route or are very simple (Cop Bribe Replay)
Rockets are needed for SAM, not Wakagashira (just makes it faster and safer)
Picking up rockets later is not necessary, after killing Kenji just go to your safehouse via Belleville Park and save/reload the game, you should have the 30k rockets that way.