Well, in those, nothing in that planet uses the "wait" or "glide" block, so everything is slowed down. Same goes for everything except Brobot and Bowser. So the only things that still need retimed is mine+Jalex's 24-bolt runs.
I have the autosplitter updated. I also did the same for the Brobot battle, although that was basically no timesave. I'll retime my runs now. You also might want to retime Jalex's runs, as he also had a decent amount of lag going by the fact that his RTA-LRT was also above 45. (I can't because Twitch is blocked on my computer)
Okay - I've got that part done. https://scratch.mit.edu/projects/927682316/
It currently desyncs at the moment because Scratch decided to run above 30 FPS...
Oh - I finally realized what the problem was.
Mario and the timer run based off the in-game frames. This means that they are slowed down by lag.
However, Bowser's actions are based off real-time. You can see this because he is using the "Wait ( ) seconds" block. This means that he is not slowed down by lag.
So the timer is running slow, but bowser - who controls the switches and other stuff - is not.
I think that the best way to solve this is to edit my run with RTA bowser, which will set it to around 8:49. Then, I could edit all of Bowser's actions to be based off the in-game frames. Is that okay?
Edit: Actually it might be hard to edit all of them - a decent chunk is based off the glide block, which uses real-time. That could be a problem. I'm going to try to see if I can use some trigonometry to make an alternative block.
Well, in Mario 64 there are so many stars that each new category brings a completely different route. 1 star is a glitch showcase, and 0 star is an even bigger glitch showcase. 120 star is our 24 bolt, 70 star is intended%, so 16 star is the only thing that seems a bit strange. However, unlike 21 and 22 bolts, 16 star has a large difference in route from the other categories.
As for the RTA/LRT thing, I'm honestly not sure why it wouldn't work. There could small optimizations that I have in my run (like better-timed dives to land quicker) that you don't. If you send me a run, I could see what the difference is.
I can't really separate the LRT and RTA, those are simply built-in timers that I can't change. As for more categories, 22/21 bolts still would simply be just "do an extra sub-area or 2". Also, the fact that my timer is slow also means my game is slow - it's just not very noticeable. The main reason why my WR was a WR was because I was using so many dives and playing really risky in BSF, while you were using longjumps to go past everything. If you just copy my BSF, do the trickjump, and perform CP at your usual level, you'll get the WR. Also a simple FLJ doesn't actually make you reset. It's only when you clip through a ceiling with it, which isn't too hard to avoid.
I've been trying to get a new 24-bolt run, but I keep falling into muscle memory and skip the L city subareas... that's the same reason why I'm having trouble with glitchless too. I've also been trying to finish my Scratch projects.
I was lagging a little bit. The timer is based on the in-game frames, not real-time.
I'll edit it so only corner jumps that help will be disallowed I guess
I was trying to do a run but I kept getting corner jumps
Alright I added the glitch/glitchless categories to everything. Also, I'm not sure if you realized I added the individual planet speedruns because you have WR in a lot of them but you haven't submitted any of them. So now we have 18 categories you can run. And 12 of them are completely empty at the moment.
Congrats! Why is your system clock ahead by 7 hours?
I added it to the rules. I also accounted for the "cursed Mr. L" glitch as well.
The timer still resets, it's the progress that doesn't. I could change that, but either way this should be banned because the actual inputs for the autosplitter would be different from the original, because in the original you would have to deal with the intro.
I'm guessing it was an accident, but don't include your full previous attempt in your run.
Oh, that. You probably hit a corner and the game tried to clip you out of it by going up. Assuming you were using the autosplitter, the crash check activated and killed you so the game wouldn't crash.
Look at the Cosmic Plains speedrunning guide by P4radox https://www.speedrun.com/super_mario_for_scratch_4/guides/y5qh1
It can't actually end in .840 because Scratch only runs at 30 frames per second. Therefore, I rounded it to the closest one, which was .830.
You can submit with milliseconds now, so I'll go in and edit those runs to have milliseconds.