I thought the newest version of Img2tex had a "Mass Convert" option that converts many textures at once? Please correct me if I am wrong... Either way, it should not be too much for anyone to take the extra step of converting.
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I see that no-one addressed your issue, Disable vsync from the graphics control panel, I do believe it is enabled by default in the driver.
I have restored the International PSX version almost completely. Everything. The initial data is the same (copied entire table across from PSX int), so the camera is the same. You can switch camera like before already, but the camera will be defaulted to the EXACT SAME as PSX. The whole point of the project was to restore the game to the newer PSX version. So you are in luck.
I have looked into this, the installer and files are fine. Clear cache folder manually and see what happens. Has anyone else had this issue?
All signs point toward the Sleeping Forest once leading to the Ancient Forest, which in turn then led you out to Coral Valley. I'd rather implement this than create completely new caves.
But at present I'm more interested in finding the coordinates to properly teleport on to the walkmesh where the unused cave exit/entrance is. However, all my attemps to teleport to the right spot have failed.
The Ancient Forest theory is supported by:
1) Areas and their field identification numbers being generally ordered in the same order that you visit them throughout the game and the ancient forest being placed after the sleeping forest and before coral valley.
2) Unused "Ancient Forest" tutorial text in Bone Village.
“If you learn the special qualities
of the animals in the (Old Forest),
there'll be nothing to fear.
Do you want to hear more?”
-> Yeah, tell me
-> Not now
“What do you want to know about?”
-> About Pitcher Plants
-> About Scent Balls
-> About Inchworms
3) The monster attack IDs, which also line up with the Ancient Forest theory.