So Lollipop has claimed another victim,but with this.
I get minor polygon issues with Glide64 on "custom" 4.2.2 JellyBean with FireTV,and an identical polygon issue on 4.4.4 Kitkat with my x86 Tablet.
Hopefully the Android distributors can update again to a bugfix update for your device.
Rice is a bit faster for Banjo-Tooie,but you got to make sure settings are right to prevent glitchy frame rendering.
Changing the type to "First CI Image" completely stops the glitch,but disables the dynamic shadow while "VI Refresh Change" or "VI Refresh Update" makes the dynamic shadow work with minor consequences of broken frame visuals while pausing emulation via mapped button/hotkey.
Do you know of my 60fps Banjo-Tooie code? "No Frameskip"
8007913F 0001It doesn't always go full 60fps when CountPerOp is 0 or 2 but 1 can have a few cutscene softlock issues.
But it can still get really smooth on default and improve your experience.
Using 1 is best when the game is beaten and you just wanna mess around.
(and if your device is strong enough to maintain performance)
*epiphany* I just found a reason to add
VI Refresh Rate overclocking support!

Because of the rendering glitch on Rice,I realized it is similar to the behaviour of choppy
framerates when VI Refresh Rate is the default of 1500.
On PJ64,I had to set it to 2200 in order to fix the choppy framerate when my code was enabled and CF=1 too.
So my reason why we need this option (exists in libretro's Mupen64Plus core on Android,so maybe source port capable) is because somes games may become extra-taxing on the emulator and it needs the extra 700 refresh rate to keep things smooth.