ResoniteMario64
Allows you to spawn in and control mario from Super Mario 64.
| Last updated | a month ago |
| Total downloads | 39 |
| Total rating | 0 |
| Categories | Mods |
| Dependency string | art0007i-ResoniteMario64-1.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
ResoniteModding-BepisLoader
A mod loader which allows using BepInEx with Resonite
Preferred version: 1.4.1README
ResoniteMario64
A BepisLoader mod for Resonite that allows you to spawn in and control mario from Super Mario 64.
To spawn mario use the "Spawn Mario" button from the public folder (Or any button tagged with "SpawnMario"). You can also find a bunch of useful prefabs like interactables or different types of colliders in that folder.
Made possible by libsm64. I also used CVRSuperMario64 as a reference for creating this.
Public Folder
- resrec:///U-NepuShiro/R-065B56789441685C8048321B0F9D5AAA43F9624971A9223CD6B5D4FE311FB1E2
Castle Grounds World
- resrec:///U-NepuShiro/R-d4f4561f-8083-43cc-9cfc-f94bf8fc17ef
Installation
- Install BepisLoader.
- Place ResoniteMario64.dll
into your
BepInEx\pluginsfolder. This folder should be atC:\Program Files (x86)\Steam\steamapps\common\Resonite\BepInEx\pluginsfor a default install. You can create it if it's missing, or if you launch the game once with BepisLoader installed it will create the folder for you. - Find
Super Mario 64 [US].z64with hash20b854b239203baf6c961b850a4a51a2rename it tobaserom.us.z64then place it next to theResoniteMario64.dll, in the same folder as Resonite,rml_libsorrml_mods. - Start the game. If you want to verify that the mod is working you can check your Resonite logs.
Available Collider Types
Below are the types of colliders you can give to an object
Click to Expand
StaticCollider
- Tag:
"SM64 StaticCollider"or"SM64 Collider" - Collider must be enabled and active.
- Collider can be one of: Type
Static, TypeActive, orCharacterCollider == true
DynamicCollider
- Tag:
"SM64 DynamicCollider" - Collider must be enabled and active.
- Collider type can not be a trigger.
Interactable
- Tag:
"SM64 Interactable" - Collider must be enabled.
WaterBox
- Tag:
"SM64 WaterBox" - Collider must be enabled and active.
Teleporter
- Soon™️
Available Collider Enums
Below are the enums you can use as strings, along with a brief description of what each enum represents.
These are used in the Tag Field on the Slot of which contains a Valid Collider. Formatted like so SurfaceType_Grass,TerrainType_Default,Force_16.0 or InteractableType_GoldCoin
Click to Expand
TerrainType_(Enum)
Defines the type of terrain for collision and environmental behavior.
| Enum Name | Description |
|---|---|
| Grass | Standard grassy terrain |
| Stone | Rocky or stone terrain |
| Snow | Snow-covered terrain |
| Sand | Sandy terrain |
| Spooky | Wood terrain |
| Water | Water surfaces |
| Slide | Slide surfaces (icy or slippery slopes) |
SurfaceType_(Enum)
Specifies various surface properties affecting player interaction, camera behavior, and environmental effects.
| Enum Name | Description / Usage |
|---|---|
| Default | Normal environment surface |
| Burning | Lava or damaging hot surface |
| Hangable | Ceiling surfaces that can be climbed |
| Slow | Surfaces that slow Mario down (unused) |
| DeathPlane | Instant death floor |
| CloseCamera | Areas that force close camera behavior |
| Water | Water surfaces (non-flowing) |
| FlowingWater | Flowing water surfaces |
| Intangible | Non-solid, intangible surfaces |
| VerySlippery | Very slippery surfaces, like slides |
| Slippery | Slippery surfaces |
| NotSlippery | Non-slippery, climbable surfaces |
| TtmVines | Vines in Tall, Tall Mountain |
| MgrMusic | Triggers Merry-Go-Round music |
| ShallowQuicksand | Shallow quicksand |
| DeepQuicksand | Deep quicksand (lethal) |
| InstantQuicksand | Instant death quicksand |
| DeepMovingQuicksand | Flowing deep quicksand |
| ShallowMovingQuicksand | Flowing shallow quicksand |
| Quicksand | Moving quicksand |
| MovingQuicksand | Flowing quicksand |
| WallMisc | Walls, camera adjusters, warp pipes |
| NoiseDefault | Floor with noise texture |
| NoiseSlippery | Slippery floor with noise |
| HorizontalWind | Surfaces with horizontal wind effects |
| InstantMovingQuicksand | Flowing instant death quicksand |
| Ice | Slippery ice surfaces |
| Hard | Hard floor that causes fall damage |
| TimerStart | Timer start area (Peach’s secret slide) |
| TimerEnd | Timer end area (Peach’s secret slide) |
| HardSlippery | Hard and slippery floor |
| HardVerySlippery | Hard and very slippery floor |
| HardNotSlippery | Hard and non-slippery floor |
| VerticalWind | Areas with vertical wind and death below |
| BossFightCamera | Wide camera for boss fights |
| CameraFreeRoam | Free roam camera surfaces |
| Thi3Wallkick | Surface for wall kicks in Tall, Tall Mountain |
| Camera8Dir | Surfaces enabling far camera |
| CameraMiddle | Camera returns to middle position |
| CameraRotateRight | Camera rotates right |
| CameraRotateLeft | Camera rotates left |
| CameraBoundary | Limits camera movement |
| NoiseVerySlippery73 | Unused very slippery floor with noise |
| NoiseVerySlippery74 | Unused very slippery floor with noise |
| NoiseVerySlippery | Very slippery floor with noise |
| NoCamCollision | Surface with no camera collision |
| NoCamCollision77 | Unused no camera collision surface |
| NoCamColVerySlippery | No cam collision, very slippery with noise |
| NoCamColSlippery | No cam collision, slippery with noise |
| Switch | Surface for switches and Dorrie |
| VanishCapWalls | Walls passable only with Vanish Cap |
| Trapdoor | Bowser’s trapdoor surface |
InteractableType_(Enum)
Represents different interactable objects and items within the game.
| Enum Name | Description |
|---|---|
| None | No interactable |
| GoldCoin | Standard coin |
| RedCoin | Red coin |
| BlueCoin | Blue coin |
| Star | Power star |
| NormalCap | Normal Mario cap |
| VanishCap | Vanish Cap |
| MetalCap | Metal Cap |
| WingCap | Wing Cap |
| Damage | Damage-causing interactable |
You can extend these by appending a number to represent different variations or specific events/damage types. For example:
Damage0,Damage1,Damage2, etc., can represent different damage strengths.RedCoin0,RedCoin1,RedCoin2, etc., can play the different red coin sounds.
Force_(speed.angle)
You can specify forces applied from colliders:
- speed: The magnitude of the force applied (0–255).
- angle: The direction of the force encoded as an 8-bit value (0–255), representing an angle in degrees scaled to 256 units per full rotation (360°).
| Speed | Angle | Description | Encoded force (hex) |
|---|---|---|---|
| 16 | 0 | Low force forward (0°) | 0x1000 |
| 64 | 64 | Medium force to the right (~90°) | 0x4040 |
| 128 | 128 | Strong force backward (~180°) | 0x8080 |
| 255 | 255 | Maximum force nearly full circle (~359°) | 0xFFFF |
Available World Variables
Below are enums that you can use to play music when spawning a mario, or set specific global values for the World
Click to Expand
SM64Music
Enumerates music sequences used for different game events, levels, menus, and cutscenes. Variations represent alternate versions of the same music sequence.
| Enum Name | Variation | Description / Usage Location |
|---|---|---|
| SoundPlayer | SoundPlayerVariation | Basic sound player |
| EventCutsceneCollectStar | EventCutsceneCollectStarVariation | Star collection cutscene |
| MenuTitleScreen | MenuTitleScreenVariation | Title screen menu music |
| LevelGrass | LevelGrassVariation | Bob-omb Battlefield and similar grassy levels |
| LevelInsideCastle | LevelInsideCastleVariation | Inside Peach's Castle |
| LevelWater | LevelWaterVariation | Water-themed levels |
| LevelHot | LevelHotVariation | Hot/Lava levels like Lethal Lava Land |
| LevelBossKoopa | LevelBossKoopaVariation | Koopa boss fights |
| LevelSnow | LevelSnowVariation | Snow levels like Cool, Cool Mountain |
| LevelSlide | LevelSlideVariation | Slide levels (e.g., Cool, Cool Mountain slide) |
| LevelSpooky | LevelSpookyVariation | Spooky levels like Big Boo's Haunt |
| EventPiranhaPlant | EventPiranhaPlantVariation | Piranha Plant events |
| LevelUnderground | LevelUndergroundVariation | Underground levels |
| MenuStarSelect | MenuStarSelectVariation | Star selection screen |
| EventPowerup | EventPowerupVariation | Power-up collection music |
| EventMetalCap | EventMetalCapVariation | Metal Cap music |
| EventKoopaMessage | EventKoopaMessageVariation | Koopa messages |
| LevelKoopaRoad | LevelKoopaRoadVariation | Koopa Road level |
| EventHighScore | EventHighScoreVariation | High score music |
| EventMerryGoRound | EventMerryGoRoundVariation | Merry-Go-Round event |
| EventRace | EventRaceVariation | Racing events |
| EventCutsceneStarSpawn | EventCutsceneStarSpawnVariation | Star spawn cutscene |
| EventBoss | EventBossVariation | Boss battle music |
| EventCutsceneCollectKey | EventCutsceneCollectKeyVariation | Key collection cutscene |
| EventEndlessStairs | EventEndlessStairsVariation | Endless stairs area |
| LevelBossKoopaFinal | LevelBossKoopaFinalVariation | Final Koopa boss battle |
| EventCutsceneCredits | EventCutsceneCreditsVariation | End credits music |
| EventSolvePuzzle | EventSolvePuzzleVariation | Puzzle solving events |
| EventToadMessage | EventToadMessageVariation | Toad message scenes |
| EventPeachMessage | EventPeachMessageVariation | Peach message scenes |
| EventCutsceneIntro | EventCutsceneIntroVariation | Intro cutscene |
| EventCutsceneVictory | EventCutsceneVictoryVariation | Victory cutscene |
| EventCutsceneEnding | EventCutsceneEndingVariation | Ending cutscene |
| MenuFileSelect | MenuFileSelectVariation | File select screen |
| EventCutsceneLakitu | EventCutsceneLakituVariation | Lakitu cutscene |
| None | No music / default |
Scale
The global scale factor applied to all Mario characters when they first spawn in the world. This controls how large or small every player's Mario appears initially.
WaterLevel
The global water height level within the world. This determines the vertical position of the water surface that affects gameplay, such as swimming or drowning mechanics.
GasLevel
The global gas height level within the world. This represents the vertical position of a gas layer that may affect the player, such as causing damage or impairing movement if entered.