Hi. Yes there are a couple things I needed to do in order to get this to work. I followed every tutorial I could find on, however, either the hi res textures would never load (game would crash) or there would be issues with textures (similar to the pictures in my original post). The actual problem with the textures was being caused by my mupen64plus.cfg file. I found that if you have issues getting this working on the retropie, the best solution is to get mupen64plus running on a desktop/laptop with the high res textures and then just copying the configuration over. Below are the steps I followed on my raspberry pi 3.
Incased my raspberry pi in a high air flow case with fan and heat sink installation.
Used the these settings to configure my overclock. (I didn't change anything below the 'overscan' section, as it isn't related to overclocking).
Enabled high res textures through Rice plugin on mupen. I found that the high res textures that were built for the Glide video plugin on OOT do not work for retropie. Below are my settings.
# Frame Buffer Emulation (0=ROM default, 1=disable) FrameBufferSetting = 0 # Frequency to write back the frame buffer (0=every frame, 1=every other frame, etc) FrameBufferWriteBackControl = 1 # Render-to-texture emulation (0=none, 1=ignore, 2=normal, 3=write back, 4=write back and reload) RenderToTexture = 0 # Control when the screen will be updated (0=ROM default, 1=VI origin update, 2=VI origin change, 3=CI change, 4=first CI change, 5=first primitive draw, 6=before screen clear, 7=after screen drawn) ScreenUpdateSetting = 4 # Force to use normal alpha blender NormalAlphaBlender = False # Use a faster algorithm to speed up texture loading and CRC computation FastTextureLoading = False # Use different texture coordinate clamping code AccurateTextureMapping = True # Force emulated frame buffers to be in N64 native resolution InN64Resolution = False # Try to reduce Video RAM usage (should never be used) SaveVRAM = False # Enable this option to have better render-to-texture quality DoubleSizeForSmallTxtrBuf = False # Force to use normal color combiner DefaultCombinerDisable = False # Enable game-specific settings from INI file EnableHacks = True # If enabled, graphics will be drawn in WinFrame mode instead of solid and texture mode WinFrameMode = False # N64 Texture Memory Full Emulation (may fix some games, may break others) FullTMEMEmulation = False # Enable vertex clipper for fog operations OpenGLVertexClipper = False # Enable/Disable SSE optimizations for capable CPUs EnableSSE = True # Use GPU vertex shader EnableVertexShader = False # If this option is enabled, the plugin will skip every other frame SkipFrame = False # If enabled, texture enhancement will be done only for TxtRect ucode TexRectOnly = False # If enabled, texture enhancement will be done only for textures width+height<=128 SmallTextureOnly = False # Select hi-resolution textures based only on the CRC and ignore format+size information (Glide64 compatibility) LoadHiResCRCOnly = True # Enable hi-resolution texture file loading LoadHiResTextures = True # Enable texture dumping DumpTexturesToFiles = False # Display On-screen FPS ShowFPS = False # Widescreen hack WideScreenHack = False # Use Mipmapping? 0=no, 1=nearest, 2=bilinear, 3=trilinear Mipmapping = 2 # Enable, Disable or Force fog generation (0=Disable, 1=Enable n64 choose, 2=Force Fog) FogMethod = 0 # Force to use texture filtering or not (0=auto: n64 choose, 1=force no filtering, 2=force filtering) ForceTextureFilter = 2 # Primary texture enhancement filter (0=None, 1=2X, 2=2XSAI, 3=HQ2X, 4=LQ2X, 5=HQ4X, 6=Sharpen, 7=Sharpen More, 8=External, 9=Mirrored) TextureEnhancement = 0 # Secondary texture enhancement filter (0 = none, 1-4 = filtered) TextureEnhancementControl = 0 # Color bit depth to use for textures (0=default, 1=32 bits, 2=16 bits) TextureQuality = 0 # Z-buffer depth (only 16 or 32) OpenGLDepthBufferSetting = 16 # Enable/Disable MultiSampling (0=off, 2,4,8,16=quality) MultiSampling = 0 # Color bit depth for rendering window (0=32 bits, 1=16 bits) ColorQuality = 0 # OpenGL level to support (0=auto, 1=OGL_1.1, 2=OGL_1.2, 3=OGL_1.3, 4=OGL_1.4, 5=OGL_1.4_V2, 6=OGL_TNT2, 7=NVIDIA_OGL, 8=OGL_FRAGMENT_PROGRAM) OpenGLRenderSetting = 0 # Enable/Disable Anisotropic Filtering for Mipmapping (0=no filtering, 2-16=quality). This is uneffective if Mipmapping is 0. If the given value is to high to be supported by your graphic card, the value will be the highest value your graphic card can support. Better result with Trilinear filtering AnisotropicFiltering = 0
- Then you need to create a directory for Rice to look for the high res textures. It should be placed here
I downloaded the rom Rev B of OOT and uploaded it to the n64 directory of your pi.
Download Djipi's 2014 High Res texture pack for Rice plugin. Extract the zip file locally. Then transferred the resulting 'THE LEGEND OF ZELDA' directory to the location of your hires_textures on your pi.
Start your game as normal, but launch the run command before the game loads. You need to selected mupen64plus-rice-highres as your video mode.
That's about it. Let me know if there are any other questions.