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Files - Misc Mods - Analog Control Mods (Turok, Turok 2, Armorines, Rainbow Six, Forsaken, Daikatana, Shadowgate 64, Duke, Hexen, Kirby 64, Yoshi's Story, Bomberman 64 Arcade, Mischief Makers, Super Smash Bros, JFG, GE, MK:Myth)

NameAnalog Control Mods (Turok, Turok 2, Armorines, Rainbow Six, Forsaken, Daikatana, Shadowgate 64, Duke, Hexen, Kirby 64, Yoshi's Story, Bomberman 64 Arcade, Mischief Makers, Super Smash Bros, JFG, GE, MK:Myth)
DateJuly 25, 2018
CategoryMisc Mods
DescriptionTurok, Armorines, Rainbow Six Control, Duke, Forsaken, Daikatana, Shadowgate, Hexen, Kirby 64, Yoshi's Story, Mischief Makers, Bomberman 64 Arcade, Super Smash Bros, Jet Force Gemini, GoldenEye, and Mortal Kombat Mythologies Modification
by SubDrag
Last Updated 7/25/2018
Special thanks to Zoinkity for his assistance in dead zone, finding space in Daikatana to replace the MPAL/PAL video modes, and general testing/assembly assistance.

Turok was a game I always wanted to play through, but the "PC-like" controls on an N64 just never quite did it for me. I really enjoyed Turok 2, and even Turok 3, but never was able to really do the original. I never made it that far due to the controls, but I always wanted to play through this game. Much later I tried Armorines, and it seemed even more awkward, and I never got anywhere. I'm still not clear why Armorines didn't have an option for analog movement controls, considering it had 5 control schemes, though oddly none right.

I always hoped someone would make a patch to make the controls be more like GoldenEye, but alas, no one ever had. I had considered the emulator option, but my adapters never really quite worked right, and nothing like just playing on the N64 itself, and it always felt different. Also, even when swapping c-up/down and analog up/down, without auto-centering, it would've worked, but wasn't quite good enough. Turok Remastered, that came out on Steam, was not really compatible with the N64 adapter properly, and even if it had, I don't think it would've had the right feel for me, as I wanted to have it feel like N64 (graphics, control, etc), pea-soup fog and save points and all. So I finally tried to give it a final attempt myself, to "fix" the controls, and with decent effort, and quite a bit of ASM rewrites, I finally had surprising success.

So essentially, these patches make the controls the more standard analog to turn and move forward/back, and c-up/c-down to aim up and down. The first part of the hack was to essentially swap the c-up/down and analog up/down, and also make it so the aim up/down was incremental (essentially converting to Look Spring, as it was not in Turok that way). Also, to better mimic the way movement works, it auto-centers the vertical when go forward or backwards (from a lull), while can aim at a run without it inadvertantly auto-centering. It is very similar to the way most fps work on N64, such as GoldenEye (without the R to aim, it jumps instead). I think the controls ended up pretty slick, and even though the game once in a while feels a little "slippery", I believe that is due to the way the controls work in the original game.

The horizontal and vertical sensitivities work for both games, which is helpful, and it is recommended to tweak them both until you are satisfied with your movement, aiming, and turning. Armorines works for all players, including cooperative and multiplayer modes. Do not attempt to change LookSpring or Control Style (they have been disabled, but if you find a way to do it, don't do it). The modification is disabled in the menus, so should not interfere with them. Also, holding A will manually recenter the view (although it also has auto-center), and toggling analog stick up/down will change to special weapons, and left/right to normal ones, same as how the game was before for that.

I added Tom Clancy's Rainbow Six as well, since it also uses Turok controls This one was a bit more unique, as it had other controls that did not resemble what I was used to, so I've changed the button scheme as well. It also had more buttons needed than fit perfectly to GoldenEye's, so I had to make some adjustments (Controller Scheme 2 is not touched). I left A as run, because if it were L or d-pad, it would be too difficult to use. Y can be inverted in the menu. Also, remember that while aiming (holding R), it will be analog stick to move, much like GoldenEye.

A No Invert patch is provided for all of the games where Invert cannot be done already by an ingame menu.

Tom Clancy's Rainbow Six Original (Controller Scheme 1):
B - Change Weapon
A - Zoom
L - Change Magazine
R - Run
D-Pad Up/Right/Down - Action

Tom Clancy's Rainbow Six (Controller Scheme 1):
L or D-Right - Change Weapon
R - Zoom
B - Change Magazine
A - Run
D-Pad Up/Down - Action

Hexen luckily already had analog controls, the patch just remaps the controls to a more standard N64 control scheme. Unfortunately, there is still no strafing, as not present in the original game.

New Controls
R Jump
Z Attack
A/C-Left or C-right, Change Item
D-left/D-right Change Weapon
L Map
C-up/C-down Look up/down (inverted)
C-left and stick/left right, to strafe
A/D-up or D-down, Fly (when can)
A/C-down Use Item

For Duke Nukem 64, in control style "Control Stick Move" only:
C-up/down to aim (inverted)
R Jump
A Crouch
D-Down Weapon Fwd
D-Pad up Weapon Back
B Use

Also, added, in that same control style, it now auto-centers with a big tug of the stick from a lull (and an option to not do that).

Forsaken, I could not figure out how to disable the control mods in menus, so you must use either C or D-pad in menus to navigate, not the control stick. Do not change the default control option from 4 in Forsaken or the mod will not work properly. Other than swapping C-up/down and D-pad up/down, there are no further changes.

Daikatana, the C and Analog up/down are swapped. Only the Reverse or Normal Free control schemes should be used, do not selected the Fixed control schemes or they will not work correctly. Use the sensitivity in the menu to adjust how fast up/down aim using C-buttons changes it.

Shadowgate 64 the C and Analog up/down are swapped, and the weird can only go up or down, and must recenter, has been nullified. As of now, strafe + move sadly has not been fixed, hopefully later.

For Mortal Kombat Mythologies, there were some key fixes, to automatically face the closest enemy when punching and kicking. Previously, this only occurred when jumping, now also when punching and kicking which helps minimize the amount of manual switch directions. This makes a pretty nice difference in controls.

Also, for simplicity, the default controls have been modified to be close to the ones used by Mortal Kombat Trilogy. This could've been done already, since the game let you adjust the controls in the menu.

Unfortunately not all moves auto-switch sides in this patch, such as crouch moves. When I tried the crouch versions, it stands up to punch for a couple frames and then switches before the normal move. I guess the algorithm they hadn't only supported this for standing and jumping, so I removed this. Somehow, this needs to be improved later to not cause the extra punch. This patch still helps quite a bit in playability.

C-Left Block
C-Down Run
C-Up High Kick
C-Right Low Kick
L Use/Action
R Switch Direction
A Low Punch
B High Punch
Z Inventory

N64 Elevators:
(Hold L), C-Up:  Up
(Hold L), C-Up:  Down
Kirby 64, Bomberman 64 Arcade, and Mischief Makers simply copies analog inputs into the D-pad inputs (so essentially allows the user to play using either analog, or D-Pad)
Super Smash Bros copies D-Pad inputs to Analog. It also makes the L button the same as Z (block), and C-Up is now Taunt.
Yoshi's Story converts D-Pad to analog, and the increase/decrease fruit border size to C-up/C-down, and then lets you use the D-Pad. Note that since there is only D-buttons on or off, there is no way to slow crawl (you can still use the analog stick if that is required at a point).

GoldenEye, in multi, player 1 is his solo invert controls choice, while depending on the patch, 2P-4P will be not inverted.

Patches intended only for these versions:
Armorines - Project S.W.A.R.M. (U)
Turok - Dinosaur Hunter (U) (V1.0)
Tom Clancy's Rainbow Six (U)
Hexen (U)
Duke Nukem 64 (U)
Forsaken 64 (U)
John Romero's Daikatana (U)
Shadowgate 64 - Trials Of The Four Towers (U) (M2)
Mortal Kombat Mythologies - Sub-Zero (U)
Kirby 64 - The Crystal Shards (U)
Yoshi's Story (U) (M2) [!]
Mischief Makers (U) [!]
Bomberman 64 - Arcade Edition (J)
Bomberman 64 - Arcade Edition (J) [Zoinkity's Translation]
GoldenEye (U)

To Patch, use the latest version of the GoldenEye Setup Editor (Tools -> XDelta Patching -> Apply XDelta Patch (any game), or your favorite xDelta patcher. To use the GoldenEye Setup Editor, open it up in any mode, Tools->XDelta Patching->Apply XDelta Patch (any game). Then load a clean, unzipped ROM of Turok 1.0 US for example, then the patch, then your output ROM name (must not equal input name).
If you have any issues, questions, ideas, or comments, send me an email at:

Or visit my web site at:
Download4.482141 Mb


Posted by SubDrag November 18, 2016 11:01 am
I think I fixed Duke Nukem patches now. The new versions in the zip should support non-invert and non-auto-center and the combination now for all 4 control schemes. Give it a shot!

Posted by SubDrag November 18, 2016 10:35 am
Sorry I gave you the wrong patch name, it's called: Turok - Dinosaur Hunter (U) (V1.0) [!] No Invert Only.xdelta

Then just change the Control Scheme to left-handed in the game.

Posted by Thisissocool November 18, 2016 10:28 am
Hey! Thanks a lot! Tested Turok 2 and works flawlessly, it's great to play with "WASD" controls. Turok 1 on the other hand, i Tried the patches but... As far as I know what the left handed patch does is making the game with goldeneye 1.1 like controls, from what I remember, not D-pad Moving/Strafing with Analog Looking. But I'll try again.

Posted by SubDrag November 18, 2016 6:35 am
I believe Turok exists, isn't it the Turok - Dinosaur Hunter (U) (V1.0) [!] Analog Movement Controls - No Invert - Left Handed.xdelta patch?

Turok 2: Added initial no invert patches, if you want to try it. I actually didn't realize this game never had that, bizarre oversight. I did some basic tests but I'm not sure if it works in every last situation.

Unfortunately the Duke one is not available, I just swapped the way the worked, but I'm afraid the analog is not hacked out yet.

Posted by Thisissocool November 17, 2016 4:51 am
Man, any chance of a patch that only adds no invert (default is inverted) to the "left handed" scheme to turok, and no invert and no autocenter to the Control Stick Turn LOOK/Left Handed scheme of Duke 64?
Right now only the right handed works with turok noinvert, and Duke 64 only no invert/autocenters the Right Handed Control Stick MOVE scheme.

A turok 2 no invert to the Extreme/Left Handed scheme would be great as well.

Anyway, great work.

Posted by Beatlemaniac19 August 26, 2016 8:06 pm
Thanks SubDrag. Your awesome work on this project is much appreciated

Posted by SubDrag August 23, 2016 2:19 pm
There is no need for a control modification for South Park. You just open up the options, and change the controls from To-Rock to Brown-Eye and now it is GoldenEye controls. Turok 2 and 3 also has GoldenEye controls as an option, so it doesn't need any patches - it's called Arcade.

Posted by Beatlemaniac19 August 23, 2016 12:06 pm
Also, do you have patches for the other Turok games or do they have GoldenEye control schemes by default?

Posted by Beatlemaniac19 August 23, 2016 11:58 am
I'm talking about the game simply titled "South Park" on N64, released in 1998. It's an FPS. Does it have an option for a modern control scheme? I know by default the controls are identical to Turok.

Posted by SubDrag July 31, 2016 8:56 am
I thought it already had that option - can't you change controls to Browneye? Which South Park game are you referring to?

Posted by Beatlemaniac19 July 31, 2016 7:35 am
Can you add South Park to this list? It was made by the same development team that created Turok (hence the controller scheme is the same)

Posted by SubDrag April 9, 2016 12:42 pm
I added Turok 1 to zip, only "No Invert" and no other mods. I started Turok 2, but it's quite a bit more complicated, so perhaps will come at a later date.

Posted by SubDrag April 6, 2016 3:05 pm
It looks like Turok 3 has reverse aim built in already. But Turok 1 and 2 do not.

Posted by SubDrag April 5, 2016 4:47 pm
Ah, I will look this weekend at doing that for you.

Posted by Everton April 5, 2016 4:36 am
No Turok não tem como deixar em 1.2 mas sem o analógico invertida
Analógico para frente: visão para baixo
Analógico para trás : visão para cima

Posted by Everton April 5, 2016 4:28 am
Olá. Bom dia eu queria saber se tem uma modificação que só mudava o analógico de invertido para normal, no caso de Turok 1,2 ou 3

Posted by SubDrag March 23, 2016 7:22 am
What you're asking for already exists in Turok 1. They have an option in the menu for it. If you are talking about Turok 2 are you applying the right patch? Not the analog controls, it's the last patch called Turok 2 Left Handed. It applies to both control mods in options menu, and swaps c and d, and l and r. I think that's what you're asking for?

Posted by Dacaskos March 23, 2016 5:15 am
Now, over thinking... if that's what you did in the last patch, THEN, I'm having troubles with patching it due to my own incompetence

Posted by Dacaskos March 23, 2016 5:12 am
Sorry for taking so long to thank you for the last effort of creating a "left-handed" type of scheme. But I tried a while ago, and a last time yesterday to see if I was missing something and... I don't know if... it's... actually... right with I had in mind.
Now, I'm not asking you to do that again lol, but... What I was saying, and I guess another guy as well is that, a "Forward/Back + Strafing Left/Right" on the D-pad, and "turning"(+ look if possible) with the analog stick. That's how most fpses are played since people discovered the "WASD + mouse" Combo, and that scheme emulates that. Goldeneye is great because it has a scheme that's exactly like that (I think 1.2 if I'm not mistaken), Perfect Dark as well. Some games are not too "look up/down" dependent, so for these, using the L/R triggers for strafing is sufficient (Doom, Hexen...). So, that's just for clarification but anyway, great job and much thanks for the effort again!

Posted by SubDrag January 24, 2016 9:05 am
I forgot Turok 1 already supported left-handed, so this wasn't very difficult actually to do. Added Left-Handed Turok 1 to zip. It defaults to left-handed, don't change to right.

Posted by G14Classified January 23, 2016 4:37 pm
Many a THanks! Ill be popping out my old CRT and playing on the everdrive! That is the perfect control scheme! Finally ill get to play this game as the fps gods intended for me, and I am sure for many others as well. Playing this game past the first 2 levels has been on my to do list for almost 2 decades lol!

Awesome work Subdrag!

Posted by SubDrag January 23, 2016 1:22 pm
I swapped L and R, took a bit, but think got it going and it works. Seemed to on Stegasaurus too. Regrab the zip, it's version 1.01. I have no plans for Turok 1 right now for it, but I'll think about it.

Posted by G14Classified January 16, 2016 2:22 pm
Btw, will you be making one like this but for Turok 1 in the future?

Posted by G14Classified January 16, 2016 2:17 pm
Just got around to playing your Turok 2 leftie patch for a little bit and wow, what a difference!

Once you switch the control scheme to Arcade under options it almost plays like 1.1 Honey. Only thing the Jumping should be on the Left shoulder button and map on the right. But I understand you cannot be making custom control patches for every taste.


Posted by January 13, 2016 3:59 am
When I started playing GoldenEye, Turok, etc, I did use 1.1 controls, and Turok annoyed me.
I'm talking about the actual hardware and real controller here, not PC emulators.
Later in life I adopted 1.2 controls and I think they are far superior, I even control turok a lot better than before, although I think they should have done it like GE/PD, where you move your aim and centering the stick just stops the rotation, instead of springing back to the center, which can become very inconvenient, specially for precission aiming, which is near impossible in Turok.
I kinda miss the ability of gradually throttling the movement speed, but it's not really such a big loss for most situations. I much prefer the greater aiming precission.
I did back in the day achieve a rather good proficiency with the C-buttons for aiming up and down, but it doesn't compare to full analog aiming at any time.

As a side note: I haven't played many new console FPSs, I stopped trying after the GC because they all felt wrong and lame, but the thing is, while I prefer analog aiming to analog walking, dual analog controls just baffle me. They never worked for me.
I think that, for a right handed person, it's best to have buttons on the right thumb, because they may require high speed jumping from one to another, and analog/pad in the left thumb, as it requires more "sweeping" movements than "tapping" movements.

Posted by SubDrag January 2, 2016 6:47 pm
Alright, it's your lucky day. I spent a while, this was a difficult hack, but I believe I got C and D-pad swapped for both Arcade and Expert controls. It's in the zip. If it has issues, not sure will be able to fix, but I guess give it a try,

Posted by Dacaskos January 2, 2016 12:31 pm
PLEASE, I BEG YOU... Any chance to make a patch like G14Classified specified? Move/Strafe with Dpad and aim with control stick? That's how most modern FPSes work with a controller (mimicking the WASD(left) + Mouse (right)

Posted by SubDrag January 1, 2016 2:50 pm
That is interesting not being a lefty and doing that. I had a lot of trouble with Turok 2, trying to find the D-Pad alas. I found the C-Buttons but not the D-Pad, so at moment, unable to make the special patch for you swapping it, so could play console. At least emulator it's a trivial change of controls with no drawbacks.

Posted by G14Classified December 30, 2015 8:25 am
The Analog stick definitely has a goldeneye feel to it, but Im one of those players that holds the analog with the right hand and straffing with the dpad with the left, any chance of switching those out? Im right handed but for some reason ive always used N64 controls like that. That's probably the reason I could not remember a control scheme that I liked in Turok 2. I have to commend you though with the analog as I have in the past tried to reassign it on emulators and it never felt right, At least now I can easily switch out the c-buttons and Dpad. Thanks

Posted by SubDrag December 30, 2015 7:34 am
Turok 2 shouldn't need it, it already has GoldenEye controls as an option, I think it's called Arcade.

Posted by G14Classified December 29, 2015 9:16 pm
Awesome, another player that loves turok but just could not get used to the controls, will def try it out. Are you thinking of making one for Turok 2?

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GoldenEye Vault features a collection of fan-made, custom game mods based on popular N64 games. No ROMs are downloadable on this site. Instead, the site provides patches containing the custom user content only. We are not affiliated with, nor do we support, endorse, or condone the distribution of ROMs or Reproduction Carts for monetary gain of any kind. Our focus is to freely showcase new content from various authors, in an attempt to extend both the life and fun of such classic titles for hobby purposes.