I checked now and my game run at 60 fps
Last month the game was updated and there are now 96 levels in total. I suggest adding a "Level 81-96" category. I also suggest changing the "Full Game (Extended)" category to include the new levels. The only run in this category is mine and it's okay for me if that run becomes obsolete.
I'm uploading the script on the Resources page. I modified a small thing compared to the script that I uploaded on Mediafire, so I suggest to download the new one.
Yes, I studied computer engineering. Speaking of the timing method, the main thing to do is to define a standard for non-real time, whatever it is between the "Time without loads" that I have proposed or the sum of the in-game times. Summing the in-game times might be more accurate, but I haven't found a way to automate it, so it would require a manual sum. Not only that, for some Crash Courses there is no timer and we need a frame count for those levels.
You have to split manually. I only implemented the in-game timer
I found a variable equal to 0 when you're playing or if you are in the main menu and it's different from 0 if the game is loading. I used it to create a basic in-game timer which pauses when the game is loading (it's different from the in-game timer proposed by you which was an all-time level sum). Before I upload this to the Resources page, I think it's better if you test it on you computer. https://www.mediafire.com/file/ys6ll3gazshj279/MM2_-_ASL.rar/file In the rar file there is the script and a layout for LiveSplit that shows the real time and the in-game time. If you don't know how to to set up the script, read here: https://github.com/zoton2/LiveSplit.Scripts/blob/master/LiveSplit.GTAVC-README.md Here is an example video of the script:
For "Turn it Up" I calculated the time using the frames. I did it in my video editor but, if you can't do it in that way, you can use Virtualdub ( http://www.virtualdub.org/ ) which is a video player that shows the frames. You can simply take the starting and the ending points and do a subtraction to get the time. Speaking of the main argument of this thread, I was trying to see if there a way to calculate the in-game time automatically, so I started looking a way to do it. Basically I need to find a variable that tells if that game is loading or not, if you can control the car or not, or something similar. So, it could be that, instead of in-game time and real time distincion, we could automatically calculate time with loads and time without loads (as for example in GTA Vice City: https://www.speedrun.com/gtavc#Any_No_SSU ). If you want, I could continue to search for a way to automate the time calculation.
It is strange, on my computer the game works even without dgvoodoo (even if it is rather slow).
I'm sorry I only answered now, but I was busy in the last few days