ResoniteMario64
Allows you to spawn in and control mario from Super Mario 64.
About this mod Author’s original text
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\plugins folder. This folder should be at
C:\Program Files (x86)\Steam\steamapps\common\Resonite\BepInEx\plugins for 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].z64 with MD5 hash 20b854b239203baf6c961b850a4a51a2 rename it to baserom.us.z64 then place
it next to the ResoniteMario64.dll, in the same folder as Resonite, rml_libs or rml_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, Type Active, or CharacterCollider == 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
- Tag: "SM64 Teleporter"
- Collider must be enabled and active.
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 wit
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: