we didnt change the rules because its literally the same thing. if you are getting a different timing, i would like to know why. and maybe we can share screenshots
I am not playing on N64 (I don't even own one), but I was just wondering about the disparity between the way the rules were phrased and how the runs were actually timed. Thanks for clearing that up.
Currently it says in the N64 rules: "Using quicksave is not allowed. Timing starts when the first scene after the loading screen begins to fade in and ends when the scene faded out at the end of the level (before the IQ window or final credits appear)." N64 doesn´t have any quicksave as far as I know and it doesn´t say anything about gaining control of Indy right now, so you need to adjust them for N64.
The PC version starts timing after the loading screen and ends it before the IQ window appears. Because in some levels you can get a long cutscene at the start or at the end, it is reasonable to use that to get the correct level time. But it is up to you to decide what you want to use for the N64 version.
ok i just edited the rules. you are right, my runs are timed by character control. this is how i felt that the N64 should be timed.
Small update for the PC rules:
1.) Individual level and full-game runs need the ingame framecount to be visible. Framerate display by external software doesn´t count since it could capture at a different rate than the game is running. You enable the ingame fps count by pressing F10 and then typing framerate. It persists even if you reload other levels.
2.) The framerate needs to be capped at 60 fps since it was found that this game has issues with collision detection and starts to break at very high fps. Some rolling glitches also behave differently under various fps. The actual "intended" framerate seemed to be 20 fps, see point 3.
Updated on 11.04.2021 3.) It is not allowed to use Taklits and Azerims part beyond their limit since they normally damage you at 20 fps or below. So they need to be deactivated for cooldown if you reach the limit. Other glitches are allowed as long as they can be reproduced with 60 fps or below.