"If the Program Counter being manipulated by a limited-address RAM editor touches any RAM currently visible in the limited-address RAM editor and associated pointer calls ("ID 59 for the Game Corner"), it is ACE."
1. What?
2. Are you saying the Program Counter is touching underflowed inventory? I'm not sure if you've realized this, but it does not, and that is a fact that can easily be verifed (and you cannot change that fact no matter how many times you assert it). Again, what happens under the hood cannot be deduced from a video. You can deduce ACE easily with a lua script, although it's very clear you have not.
"but rather executes routines ("Game Corner prize counter") from arbitrary points in memory"
The Game Corner code used here is the same Game Corner code in ROM. That isn't changing here. We're just forcing the game to use Game Corner with an invalid ID (which it gets based off of the sign ID, just like how the game also does it with valid Game Corners), which happens to source prize data in underflowed inventory.
"CPP keeps ducking the issue regarding "payload size" but it's entirely true. This isn't ACE to him because the payload is a small but heavily modified routine in the game (the Game Corner). If he made Pong though, it would be ACE."
If the payload size is "0" then the payload is non-existent. If it is at least "1" it exists.
"some unknown (to this thread, I've seen it linked 0 times, maybe it's elsewhere but that's not on me to find out) .lua script that "detects ACE" as if it's some quantifiable measure."
I said it's trivial to make such a lua script. I never said it yet existed. And yes, it is very easy to quantify. Simply detect any execution of RAM, sans the OAM DMA routine, in which case that should be allocated 3 writes per power cycle (one for bios, one for game's memory clear, and one for the game actually putting OAM DMA code in there).
"Instead, you create two new terms no one has ever heard of and likely never will again, and assure us that this run "is not any of those either", being arbitrary ROM execution (what does this even mean?) and "arbitrary memory corruption""
At most, they are "new" terms to TASVideos, although they've been in the Pokemon Speedrunning community for a long while. Regardless however, the concept of them is quite literally in the rules (and has been since the last publication):
http://tasvideos.org/MovieRules.html#FullCompletionCriteriaMustBeReachedThroughInGameActionsOnly
"Arbitrary code execution of ROM data, and memory corruption tricks to write to arbitrary memory are also not allowed."
"no, it does not. If the trainer name doesn't end, like this one, no SRAM is saved."
You realize the game doesn't actually check for the trainer name when it saves, right? It only checks that for loading.
"I also find it highly disingenuous to be comparing these glitches to anything like the Mew/Long-Range Trainer Glitch, which load a battle with a Pokemon based on the Special of the last one fought, and a level (ranging from 1 to 14) based on the Attack stage of the same Pokemon. There's nothing particularly arbitrary, and the glitch itself has very limited scope of function, unlike this, which has a lot of freedom, and just a few more swaps allows full freedom."
Right, and the special of the last thing fought can be arbitrarily controlled, whether just finding the right trainer or just getting a Pokemon with that stat yourself and using a Ditto to get it into enemy memory. And of course some glitch Pokemon/trainers you can encounter could give ACE. So by your own logic, doesn't this mean by using this glitch differently you can gain full freedom? Ultimately, these glitches with the right setup can very often end up with "full freedom" as the result. Perhaps the setup for such is super unreasonable and slow, but possible.