WORK IN PROGRESS. Please note that most of these textures are not yet fully tested. These samples were made to be tested prior to batch processing textures en masse and mistakes were made (CI# is 2kb i think, decomp is hard), but you get the idea, higher bit depth and/or higher resolution. I may ultimately provide both 4bit coloured textures and 8bit monochrome textures for vector colouring (16 bit is a huge amount of data per pixel so as far as i can tell IA16 is only really useful for pure gradients like light beams and the shading on coin sprites, and other niche cases like very narrow textures) using either the original resolution, or larger, or both, when appropriate. Some vanilla textures are truly heinous in game, and I'm sure they will benefit simply from downscaling to a new texture format. I believe there are also source textures for the beta in Render96, which I'll include.
I present here three different versions of the textures in Castle Grounds as a sample of the libraries they represent. The QSM64 Render96 texture set will be available in the upcoming QSM64 Texture Library, along with the vanilla textures (and much more). Please note these images have been automatically upscaled by google with smoothing for preview on this website and thus appear inaccurately, I'll replace them with better previews soon. You can find Render96 at https://github.com/pokeheadroom/RENDER96-HD-TEXTURE-PACK.
The vanilla textures are the first column.
Render96 is a high definition restoration project that began in 2020 for the PC port. Originally made with AI upscaling, the majority of these upscaled images have now been replaced with original source files or had their upscaling improved manually by artists. The work-in-progress N64-Downscaled-Render96 branch downscales these PC port textures to replace the original textures in the ROM, and have been presented here in the second column.
The third column is currently Render96 downscaled by me to files under 4kb for QSM64 at 64x64 resolution via colour depth reduction. This process is lossy so in some cases a lower resolutions higher colour depth will be preferable (anything with a lot of colours basically). The full QSM64 Render96 set will provide lower resolutions for these cases.
Please note that these textures are not yet tested. These samples were made for that purpose prior to batch processing textures en masse.
32x32 (RGBA16)
32x32 (RGBA16)
64x64 (Vector Colored I8)
32x32 (RGBA16)
32x32 (RGBA16)
64x64 (I8)
32x32 (RGBA16)
32x32 (RGBA16)
64x64 (I8)
32x32 (RGBA16)
32x32 (RGBA16)
64x64 (RGBA16/CI4)
32x32 (RGBA16)
32x32 (RGBA16)
64x64 (RGBA32/CI8)
32x32 (RGBA16)
32x32 (RGBA16)
64x64 (RGB16/CI4)
32x32 (RGBA16)
32x32 (RGBA16)
64x64 (RGBA32/CI8)
32x32 (RGBA16)
32x32 (RGBA16)
64x64 (RGBA16/CI4)
32x32 (RGBA16)
32x32 (RGBA16)
64x64 (I4)
64x32 (RGBA16)
64x32(RGBA16)
64x64 (I8)
32x32 (RGBA16)
N/A
64x64 (RGBA32/CI8)
32x32 (RGBA16)
N/A
64x64 (RGBA32/CI8)
32x32 (RGBA16)
N/A
64x64 (RGBA16/CI4)
32x32 (RGBA16)
N/A
Fixed broken tiling from AI upscaling, 64x64 (I8)
32x32 (RGBA16)
N/A
64x64 (RGBA16/CI4)