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rhans

GTA:SA Bloodbowl w/ phonecall start

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rhans

Guys check this out:

 

 

What this guy has done works on other mission. I used this trick in 8 track and I could start driving while all other cars were still stopped waiting those 3 seconds. I completed the first lap in 21 seconds which is the best I ever done and almost as good as Darles92 record even though he is a much better driver than me. If it was Darles92 that used this glitched instead of me he would probably do the lap in 17~18 seconds since when the time starts counting you are way ahead of the starting place. My question is, would you allow glitched records in this page, since cheats are not I am not sure if glitches would. This phone call trick probably can be used on Farewell my Love, but not sure if it can on Wu Zi Me and Lowrider Race since you must enter the marker driving a car, and maybe not on other races since after entering the marker you still have to choose which race.

Edited by rhans

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lil weasel

I do not understand what is being done...

What is the Phone call exploit?

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Rhoda

It looks like they're taking advantage of the time in between the phone call. As they pause and unpause gameplay moves forward a frame at a time. With pinpoint accuracy, one can trigger the phone call whilst walking into the corona. For some reason or another, this must trick the game into thinking they're in regular play because phone calls triggered this way are not normally able to be played during missions. This skips the introductory countdown and text display, letting the player continue to drive as if they were not in the Bloodbowl side-mission at all.

 

That's what it seems like anyway, I'd be interested to see a proper explanation of why this glitch occurs in the first place.

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Lethal Vaccine

@lil weasel, this same technique can be used to get the AP/EC2 Picador, AP ZR-350, AP Washington, and AP Broadway in Photo Opportunity. It's been the latest thing in my Guide and using Mission Duplication can do this. I am also unsure of all of it, though. Not really something I ever looked into and don't understand much about it...

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OrionSR

As I understand it, the phone call exploit is a strategy originally used by speed runners and recently adapted by vehicle collectors. The exploit can lead to mission "duping" - more than one mission running at the same time. Normally missions won't run and people won't call if the $OnMission global variable is equal to 0; this variable is set to 1 whenever a mission starts, and reset to 0 when it ends. I suspect the phone call scripts do something similar, but I haven't looked into them yet. I suspect that missions can't be started during phone calls because On Mission is adjusted. So... my best guess is, somehow they've figured out how to get phone calls to turn off the On Mission flag.

 

In the video I see that the school marker is visible on the radar while CJ is in the bloodbowl, and outside there is at least one more mission marker. In the save I tested the driving school marker isn't visible during the mission. It's been a while since I've messed with this stuff, but I suspect the mission markers aren't on the radar when CJ is in an interior. IIRC, driving school has an odd setting, but I'm pretty sure it shouldn't be visible when the On Mission flag is enabled.

Edited by OrionSR

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‫DefaultUserName

As I understand it, the phone call exploit is a strategy originally used by speed runners and recently adapted by vehicle collectors. The exploit can lead to mission "duping" - more than one mission running at the same time. Normally missions won't run and people won't call if the $OnMission global variable is equal to 0; this variable is set to 1 whenever a mission starts, and reset to 0 when it ends. I suspect the phone call scripts do something similar, but I haven't looked into them yet. I suspect that missions can't be started during phone calls because On Mission is adjusted. So... my best guess is, somehow they've figured out how to get phone calls to turn off the On Mission flag.

 

In the video I see that the school marker is visible on the radar while CJ is in the bloodbowl, and outside there is at least one more mission marker. In the save I tested the driving school marker isn't visible during the mission. It's been a while since I've messed with this stuff, but I suspect the mission markers aren't on the radar when CJ is in an interior. IIRC, driving school has an odd setting, but I'm pretty sure it shouldn't be visible when the On Mission flag is enabled.

 

 

Few missions are visible in Interiors such as Caligulas, Bank Heist and Driving School since they have markers INSIDE Interiors thats why they appear when you do this glitch.

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OrionSR

Ah, that makes sense. And I noticed that the driving school icon is visible when CJ is in the Doherty safehouse. I also noticed that in the last few frames as the Bloodbowl mission is starting that all the mission markers disappeared from the edge of the radar. So my hypothesis is: if you start a phone call and mission at the same time then the mission and the call will both turn on the mission flag, but the phone script will turn it off again long before the mission is over.

 

In the case of Bloodbowl, I would expect the phone call to abort because CJ is in an interior and/or in a vehicle. What happens when CJ is outside and on foot after starting the mission? Are there examples where the mission starts inside on foot, and in a vehicle outside?

 

I'm quite surprised that two missions can run at once. My experience, and the general wisdom in the coding community, is that the game will crash if a mission is launch while another mission is active. This is true of even very tiny "custom missions," a feature of Cleo, but perhaps there is something unique about cleo's custom missions, or a loophole that's been overlooked. I've read reports that some missions work and others don't, and have speculated that the combined size of the missions might be a limiting factor. Has anyone compiled a list of missions with notes on it's use with the phone call exploit.

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Lethal Vaccine

Also make note that if not done correctly, it can mess up the Save with crashes and make it unplayable. This was once said with the AP/EC2 Picador when Bender. discovered it. But later Patrick1994 and toomuchinvigilation found out that you can cancel the Mission using Driving School and this will remove the "dots" from the Radar as if the Mission was still on for Photo Opportunity. Finding the way to cancel the Mission was huge. I imagine if you don't know what exactly is going on, this could cause some problems for people and mess up their Saves. If experimenting, I'd keep a backup of the Save.

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‫DefaultUserName

 

What happens when CJ is outside and on foot after starting the mission? Are there examples where the mission starts inside on foot, and in a vehicle outside?

 

 

 

If you press TAB just after mission fails just split secound after you spawn outside of bloodring (after black screen) you will hear phonecall just one ringtone then it suddenly ends

With that you can keep phonecall in memory (you can start mission with phonecall in MEMORY)

Then when you start the mission and you let go off TAB it will change whatever mission you was previously to ONMISSION=0

 

 

 

 

I'm quite surprised that two missions can run at once. My experience, and the general wisdom in the coding community, is that the game will crash if a mission is launch while another mission is active. This is true of even very tiny "custom missions," a feature of Cleo, but perhaps there is something unique about cleo's custom missions, or a loophole that's been overlooked. I've read reports that some missions work and others don't, and have speculated that the combined size of the missions might be a limiting factor. Has anyone compiled a list of missions with notes on it's use with the phone call exploit.

 

Depends what mission you start, few mission can be duplicated and make really crazy stuff, few missions just crash game instanly when you start the secound one,

Duping was first discovered on Vice City irc? (Might be wrong), That being said Duping currently is possible on LCS, SA, VC, III

Edited by Bender.ㅤ

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Nick007J

 

I'm quite surprised that two missions can run at once. My experience, and the general wisdom in the coding community, is that the game will crash if a mission is launch while another mission is active. This is true of even very tiny "custom missions," a feature of Cleo, but perhaps there is something unique about cleo's custom missions, or a loophole that's been overlooked. I've read reports that some missions work and others don't, and have speculated that the combined size of the missions might be a limiting factor. Has anyone compiled a list of missions with notes on it's use with the phone call exploit.

Some time ago, I've made this document that explains game's behaviour when second mission is started while first is still running. Examples are made for III, but it works the same for VC and SA (almost the same for LCS and VCS with some specific details). Here it is: http://pastebin.com/xvc92Snx

 

Mostly it is correct, except the part that says that game crashes when reads data with unknown type (I incorrectly thought it would interpret it as string, and actually in this case it just doesn't read any data). Sure, starting mission while the other is in progress usually leads to crash. But there are examples when it doesn't: of course, as it was found and used, Driving School during Photo Opportunity, or Black Project during quarry1 that dupes Black Project. There are more examples for III and VC - most notably Cherry Poppers skip specific to Japanese and Mac versions of the game. It can also lead to various glitches - such as creating second controllable player in GTA III due to calling opcodes that weren't supposed to be called.

 

By the way, as far as I know, originally "duping" meant starting same mission multiple times. In case of Bloodbowl there is no duping - just onmission flag manipulation. San Andreas was a difficult nut to crack - VC and III were broken some time ago and for SA R* did a good job to prevent this from happening, but luckily a few missions (Bloodbowl, 8-Track, Bike School...) are glitched, that was discovered by Patrick.

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OrionSR

Does it matter who the caller is? I've isolated my mobile girlfriend thread from the rest of scripts to see what I can learn:

 

$OnMission is set to 1 by the Phone Ringing subroutine, and reset to 0 during the End Call subroutine. (It is unusual for subroutines to be named in this way; this thread got a more thorough player examination than most other threads.)

 

I found reference to removing text boxes as predicted by Craig in his explanation above. This section is interesting for the conditions as possible strategies for delaying or ending phone calls. I'm not sure how the thread uses this information yet, other than these subroutines remove text boxes.

04AD:   actor $PLAYER_ACTOR in_water       // is in water (positive conditions)02E0:   actor $PLAYER_ACTOR firing_weapon  // is firing weapon844B:   not actor $PLAYER_ACTOR on_foot    // is in vehicle(falling/jumping?)8038:   not  $Active_Interior == 0         // is in an interior8038:   not  $FreeFall_Stage == 0          // is using a parachute0A03:   unknown_gang_war_in_progress       // not sure, gang war or gang attack is in progress?0A0C:   player $PLAYER_CHAR on_jetpack     // is on a jetpack

Firing a weapon gets special treatment when checking if the player has pressed the key to answer the call.

 

It looks like the player is ignored by everyone during the call - wonder if that can be exploited.

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‫DefaultUserName

Any call will work, except for the Yay mission ? its slightly diffrent i think

Edited by Bender.ㅤ

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OrionSR

I should have update the new post before posting my notes. I remember now, we've been over this before, and I came to the conclusion that Nick has already covered the technical stuff and I don't need to worry about it.

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Patrick1994

Duping results (mission by mission, not detailed)

Tduva's whole duping guide is good.

 

I did not find duping. Tyriounet and S stumbled upon Quarry duping. I stumbled upon story mission duping. I did find the other badly coded mission starter threads that allow setting up the "glitched" phone call that is required for duping, though. ^^ Bike and boat school and the stadium events.

 

The code that gives you control seems to be:

:MOB_GF_3168 //my other decompiled scm calls this "sub_end_call"$PHONE_RINGING_FLAG = 0 040D: unload_wav 1 040D: unload_wav 2 040D: unload_wav 3 $CALL_ANSWERED = 0 $CALL_TIME_STORED_FLAG = 0 if    Player.Defined($PLAYER_CHAR)else_jump @MOB_GF_3245 0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 Player.CanMove($PLAYER_CHAR) = True03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 0489: set_actor $PLAYER_ACTOR muted 0 
Edited by Patrick1994

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Nick007J

Does it matter who the caller is? I've isolated my mobile girlfriend thread from the rest of scripts to see what I can learn:

 

Actually, girlfriend call is the only call with different properties. It is capable of setting onmission flag to 0 even if call wasn't triggered. I may have forgotten all details, but if you enter mission (not any, there is specific list of missions and also valet external script) just a few seconds before (5 if I remember correctly) phonecall is scheduled to, you end up being with onmission flag set to 0. So far using it is the only known in-game way (without external tools) to start Riot 3 times (which would skip gaining 35% of territories) - but it can't be used for speedruns since it is impossible to know when call is about to happen (without using memory viewer or savegame editor).

All other calls are almost the same with small different details like priority, info can be found here.

 

 

It looks like the player is ignored by everyone during the call - wonder if that can be exploited.

 

It can be, especially in Vice City, with notable example from Hit the Courier:

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