1964Video introduced a mechanism to create animated textures, basically you save each frame as a separate PNG and use a TXT to animate them.
The texture files (frames) are named like this, from 1st to last frame, then looping after the last frame is reached:
1st Frame: THE LEGEND OF ZELDA#3A14C086#0#2_all (whatever the dumped texture's file name is)
2nd Frame: THE LEGEND OF ZELDA#3A14C086#0#2_alt0_all
3rd Frame: THE LEGEND OF ZELDA#3A14C086#0#2_alt1_all
4th Frame: THE LEGEND OF ZELDA#3A14C086#0#2_alt2_all
...etc.
The TXT would be named: THE LEGEND OF ZELDA#3A14C086#0#2_infos
It must be in the same folder as all the frames, and it contains the following information:
THE LEGEND OF ZELDA#3A14C086#0#2_infos.txt said:
# COUNT
5
# SHUFFLE
no
# PERIOD
60
# SYNCHRONIZED
no
COUNT sets the number of frames, if you set it lower than the actual amount of frames, the plugin will skip all frames exceeding the count. If you set it higher, bad things may happen.
PERIOD sets the framerate. The higher you set it, the faster the frames will be displayed. Note that the actual framerate will not exceed the game's framerate (in Zelda's case, 20 FPS) or the monitors framerate, but it can also be used to control the animation's speed.
I don't know what SHUFFLE and SYNCHRONIZED do.
...However, this mechanism was removed in the Rice Video community version, so you can't animate textures on that version. I don't know if Glide64 supports it, but most likely not.