
Get rid of...
if((wp0 >> 24) == 0xF2) {
Gfx.CurrentTexture = 1;
Gfx.IsMultiTexture = true;
}
if((wn0 >> 24) == 0xE8) {
Texture[Gfx.CurrentTexture].PalOffset = w1;
return;
}...to get almost perfect textures!
But now I'm hoping that SF64 doesn't do multitexturing and doesn't use CI-type textures... cause that's certainly broken now, if it ever worked here before!
Now to fix the misaligned objects (look at the roads in Corneria) and remaining rendering glitches, like with those trees and street lamps. And then delve deeper into SF64's level and object data, to get objects like enemies to show up...
EDIT:
Scratch the misaligned objects and tree/street lamp glitches, those were the result of some code fragments from OZMAV2's F3DEX2 interpreter that were specific to the Zelda games

I also recorded a video showing a flyby over Corneria and through the Training stage, but I probably have to upload it tomorrow because of the flaky wireless I'm using...