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- Linux Joystick driver v2.0.0
- (c) 1996-2000 Vojtech Pavlik <vojtech@ucw.cz>
- Sponsored by SuSE
-----------------------------------------------------------------------------
-
-0. Disclaimer
-~~~~~~~~~~~~~
- This program is free software; you can redistribute it and/or modify it
-under the terms of the GNU General Public License as published by the Free
-Software Foundation; either version 2 of the License, or (at your option)
-any later version.
-
- This program is distributed in the hope that it will be useful, but
-WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
-or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
-more details.
-
- You should have received a copy of the GNU General Public License along
-with this program; if not, write to the Free Software Foundation, Inc., 59
-Temple Place, Suite 330, Boston, MA 02111-1307 USA
-
- Should you need to contact me, the author, you can do so either by e-mail
-- mail your message to <vojtech@ucw.cz>, or by paper mail: Vojtech Pavlik,
-Simunkova 1594, Prague 8, 182 00 Czech Republic
-
- For your convenience, the GNU General Public License version 2 is included
-in the package: See the file COPYING.
-
-1. Intro
-~~~~~~~~
- The joystick driver for Linux provides support for a variety of joysticks
-and similar devices. It is based on a larger project aiming to support all
-input devices in Linux.
-
- Should you encounter any problems while using the driver, or joysticks
-this driver can't make complete use of, I'm very interested in hearing about
-them. Bug reports and success stories are also welcome.
-
- The input project website is at:
-
- http://atrey.karlin.mff.cuni.cz/~vojtech/input/
-
- There is also a mailing list for the driver at:
-
- listproc@atrey.karlin.mff.cuni.cz
-
-send "subscribe linux-joystick Your Name" to subscribe to it.
-
-2. Usage
-~~~~~~~~
- For basic usage you just choose the right options in kernel config and
-you should be set.
-
-2.1 inpututils
-~~~~~~~~~~~~~~
-For testing and other purposes (for example serial devices), a set of
-utilities is available at the abovementioned website. I suggest you download
-and install it before going on.
-
-2.2 Device nodes
-~~~~~~~~~~~~~~~~
-For applications to be able to use the joysticks,
-you'll have to manually create these nodes in /dev:
-
-cd /dev
-rm js*
-mkdir input
-mknod input/js0 c 13 0
-mknod input/js1 c 13 1
-mknod input/js2 c 13 2
-mknod input/js3 c 13 3
-ln -s input/js0 js0
-ln -s input/js1 js1
-ln -s input/js2 js2
-ln -s input/js3 js3
-
-For testing with inpututils it's also convenient to create these:
-
-mknod input/event0 c 13 64
-mknod input/event1 c 13 65
-mknod input/event2 c 13 66
-mknod input/event3 c 13 67
-
-2.4 Modules needed
-~~~~~~~~~~~~~~~~~~
- For all joystick drivers to function, you'll need the userland interface
-module in kernel, either loaded or compiled in:
-
- modprobe joydev
-
- For gameport joysticks, you'll have to load the gameport driver as well;
-
- modprobe ns558
-
- And for serial port joysticks, you'll need the serial input line
-discipline module loaded and the inputattach utility started:
-
- modprobe serport
- inputattach -xxx /dev/tts/X &
-
- In addition to that, you'll need the joystick driver module itself, most
-usually you'll have an analog joystick:
-
- modprobe analog
-
- For automatic module loading, something like this might work - tailor to
-your needs:
-
- alias tty-ldisc-2 serport
- alias char-major-13 input
- above input joydev ns558 analog
- options analog map=gamepad,none,2btn
-
-2.5 Verifying that it works
-~~~~~~~~~~~~~~~~~~~~~~~~~~~
- For testing the joystick driver functionality, there is the jstest
-program in the utilities package. You run it by typing:
-
- jstest /dev/input/js0
-
- And it should show a line with the joystick values, which update as you
-move the stick, and press its buttons. The axes should all be zero when the
-joystick is in the center position. They should not jitter by themselves to
-other close values, and they also should be steady in any other position of
-the stick. They should have the full range from -32767 to 32767. If all this
-is met, then it's all fine, and you can play the games. :)
-
- If it's not, then there might be a problem. Try to calibrate the joystick,
-and if it still doesn't work, read the drivers section of this file, the
-troubleshooting section, and the FAQ.
-
-2.6. Calibration
-~~~~~~~~~~~~~~~~
- For most joysticks you won't need any manual calibration, since the
-joystick should be autocalibrated by the driver automagically. However, with
-some analog joysticks, that either do not use linear resistors, or if you
-want better precision, you can use the jscal program
-
- jscal -c /dev/input/js0
-
- included in the joystick package to set better correction coefficients than
-what the driver would choose itself.
-
- After calibrating the joystick you can verify if you like the new
-calibration using the jstest command, and if you do, you then can save the
-correction coefficients into a file
-
- jscal -p /dev/input/js0 > /etc/joystick.cal
-
- And add a line to your rc script executing that file
-
- source /etc/joystick.cal
-
- This way, after the next reboot your joystick will remain calibrated. You
-can also add the jscal -p line to your shutdown script.
-
-
-3. HW specific driver information
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-In this section each of the separate hardware specific drivers is described.
-
-3.1 Analog joysticks
-~~~~~~~~~~~~~~~~~~~~
- The analog.c uses the standard analog inputs of the gameport, and thus
-supports all standard joysticks and gamepads. It uses a very advanced
-routine for this, allowing for data precision that can't be found on any
-other system.
-
- It also supports extensions like additional hats and buttons compatible
-with CH Flightstick Pro, ThrustMaster FCS or 6 and 8 button gamepads. Saitek
-Cyborg 'digital' joysticks are also supported by this driver, because
-they're basically souped up CHF sticks.
-
- However the only types that can be autodetected are:
-
-* 2-axis, 4-button joystick
-* 3-axis, 4-button joystick
-* 4-axis, 4-button joystick
-* Saitek Cyborg 'digital' joysticks
-
- For other joystick types (more/less axes, hats, and buttons) support
-you'll need to specify the types either on the kernel command line or on the
-module command line, when inserting analog into the kernel. The
-parameters are:
-
- analog.map=<type1>,<type2>,<type3>,....
-
- 'type' is type of the joystick from the table below, defining joysticks
-present on gameports in the system, starting with gameport0, second 'type'
-entry defining joystick on gameport1 and so on.
-
- Type | Meaning
- -----------------------------------
- none | No analog joystick on that port
- auto | Autodetect joystick
- 2btn | 2-button n-axis joystick
- y-joy | Two 2-button 2-axis joysticks on an Y-cable
- y-pad | Two 2-button 2-axis gamepads on an Y-cable
- fcs | Thrustmaster FCS compatible joystick
- chf | Joystick with a CH Flightstick compatible hat
- fullchf | CH Flightstick compatible with two hats and 6 buttons
- gamepad | 4/6-button n-axis gamepad
- gamepad8 | 8-button 2-axis gamepad
-
- In case your joystick doesn't fit in any of the above categories, you can
-specify the type as a number by combining the bits in the table below. This
-is not recommended unless you really know what are you doing. It's not
-dangerous, but not simple either.
-
- Bit | Meaning
- --------------------------
- 0 | Axis X1
- 1 | Axis Y1
- 2 | Axis X2
- 3 | Axis Y2
- 4 | Button A
- 5 | Button B
- 6 | Button C
- 7 | Button D
- 8 | CHF Buttons X and Y
- 9 | CHF Hat 1
- 10 | CHF Hat 2
- 11 | FCS Hat
- 12 | Pad Button X
- 13 | Pad Button Y
- 14 | Pad Button U
- 15 | Pad Button V
- 16 | Saitek F1-F4 Buttons
- 17 | Saitek Digital Mode
- 19 | GamePad
- 20 | Joy2 Axis X1
- 21 | Joy2 Axis Y1
- 22 | Joy2 Axis X2
- 23 | Joy2 Axis Y2
- 24 | Joy2 Button A
- 25 | Joy2 Button B
- 26 | Joy2 Button C
- 27 | Joy2 Button D
- 31 | Joy2 GamePad
-
-3.2 Microsoft SideWinder joysticks
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Microsoft 'Digital Overdrive' protocol is supported by the sidewinder.c
-module. All currently supported joysticks:
-
-* Microsoft SideWinder 3D Pro
-* Microsoft SideWinder Force Feedback Pro
-* Microsoft SideWinder Force Feedback Wheel
-* Microsoft SideWinder FreeStyle Pro
-* Microsoft SideWinder GamePad (up to four, chained)
-* Microsoft SideWinder Precision Pro
-* Microsoft SideWinder Precision Pro USB
-
- are autodetected, and thus no module parameters are needed.
-
- There is one caveat with the 3D Pro. There are 9 buttons reported,
-although the joystick has only 8. The 9th button is the mode switch on the
-rear side of the joystick. However, moving it, you'll reset the joystick,
-and make it unresponsive for about a one third of a second. Furthermore, the
-joystick will also re-center itself, taking the position it was in during
-this time as a new center position. Use it if you want, but think first.
-
- The SideWinder Standard is not a digital joystick, and thus is supported
-by the analog driver described above.
-
-3.3 Logitech ADI devices
-~~~~~~~~~~~~~~~~~~~~~~~~
- Logitech ADI protocol is supported by the adi.c module. It should support
-any Logitech device using this protocol. This includes, but is not limited
-to:
-
-* Logitech CyberMan 2
-* Logitech ThunderPad Digital
-* Logitech WingMan Extreme Digital
-* Logitech WingMan Formula
-* Logitech WingMan Interceptor
-* Logitech WingMan GamePad
-* Logitech WingMan GamePad USB
-* Logitech WingMan GamePad Extreme
-* Logitech WingMan Extreme Digital 3D
-
- ADI devices are autodetected, and the driver supports up to two (any
-combination of) devices on a single gameport, using an Y-cable or chained
-together.
-
- Logitech WingMan Joystick, Logitech WingMan Attack, Logitech WingMan
-Extreme and Logitech WingMan ThunderPad are not digital joysticks and are
-handled by the analog driver described above. Logitech WingMan Warrior and
-Logitech Magellan are supported by serial drivers described below. Logitech
-WingMan Force and Logitech WingMan Formula Force are supported by the
-I-Force driver described below. Logitech CyberMan is not supported yet.
-
-3.4 Gravis GrIP
-~~~~~~~~~~~~~~~
- Gravis GrIP protocol is supported by the grip.c module. It currently
-supports:
-
-* Gravis GamePad Pro
-* Gravis BlackHawk Digital
-* Gravis Xterminator
-* Gravis Xterminator DualControl
-
- All these devices are autodetected, and you can even use any combination
-of up to two of these pads either chained together or using an Y-cable on a
-single gameport.
-
-GrIP MultiPort isn't supported yet. Gravis Stinger is a serial device and is
-supported by the stinger driver. Other Gravis joysticks are supported by the
-analog driver.
-
-3.5 FPGaming A3D and MadCatz A3D
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The Assassin 3D protocol created by FPGaming, is used both by FPGaming
-themselves and is licensed to MadCatz. A3D devices are supported by the
-a3d.c module. It currently supports:
-
-* FPGaming Assassin 3D
-* MadCatz Panther
-* MadCatz Panther XL
-
- All these devices are autodetected. Because the Assassin 3D and the Panther
-allow connecting analog joysticks to them, you'll need to load the analog
-driver as well to handle the attached joysticks.
-
- The trackball should work with USB mousedev module as a normal mouse. See
-the USB documentation for how to setup an USB mouse.
-
-3.6 ThrustMaster DirectConnect (BSP)
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The TM DirectConnect (BSP) protocol is supported by the tmdc.c
-module. This includes, but is not limited to:
-
-* ThrustMaster Millennium 3D Interceptor
-* ThrustMaster 3D Rage Pad
-* ThrustMaster Fusion Digital Game Pad
-
- Devices not directly supported, but hopefully working are:
-
-* ThrustMaster FragMaster
-* ThrustMaster Attack Throttle
-
- If you have one of these, contact me.
-
- TMDC devices are autodetected, and thus no parameters to the module
-are needed. Up to two TMDC devices can be connected to one gameport, using
-an Y-cable.
-
-3.7 Creative Labs Blaster
-~~~~~~~~~~~~~~~~~~~~~~~~~
- The Blaster protocol is supported by the cobra.c module. It supports only
-the:
-
-* Creative Blaster GamePad Cobra
-
- Up to two of these can be used on a single gameport, using an Y-cable.
-
-3.8 Genius Digital joysticks
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The Genius digitally communicating joysticks are supported by the gf2k.c
-module. This includes:
-
-* Genius Flight2000 F-23 joystick
-* Genius Flight2000 F-31 joystick
-* Genius G-09D gamepad
-
- Other Genius digital joysticks are not supported yet, but support can be
-added fairly easily.
-
-3.9 InterAct Digital joysticks
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The InterAct digitally communicating joysticks are supported by the
-interact.c module. This includes:
-
-* InterAct HammerHead/FX gamepad
-* InterAct ProPad8 gamepad
-
- Other InterAct digital joysticks are not supported yet, but support can be
-added fairly easily.
-
-3.10 PDPI Lightning 4 gamecards
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- PDPI Lightning 4 gamecards are supported by the lightning.c module.
-Once the module is loaded, the analog driver can be used to handle the
-joysticks. Digitally communicating joystick will work only on port 0, while
-using Y-cables, you can connect up to 8 analog joysticks to a single L4
-card, 16 in case you have two in your system.
-
-3.11 Trident 4DWave / Aureal Vortex
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipsets
-provide an "Enhanced Game Port" mode where the soundcard handles polling the
-joystick. This mode is supported by the pcigame.c module. Once loaded the
-analog driver can use the enhanced features of these gameports..
-
-3.13 Crystal SoundFusion
-~~~~~~~~~~~~~~~~~~~~~~~~
- Soundcards with Crystal SoundFusion chipsets provide an "Enhanced Game
-Port", much like the 4DWave or Vortex above. This, and also the normal mode
-for the port of the SoundFusion is supported by the cs461x.c module.
-
-3.14 SoundBlaster Live!
-~~~~~~~~~~~~~~~~~~~~~~~~
- The Live! has a special PCI gameport, which, although it doesn't provide
-any "Enhanced" stuff like 4DWave and friends, is quite a bit faster than
-its ISA counterparts. It also requires special support, hence the
-emu10k1-gp.c module for it instead of the normal ns558.c one.
-
-3.15 SoundBlaster 64 and 128 - ES1370 and ES1371, ESS Solo1 and S3 SonicVibes
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- These PCI soundcards have specific gameports. They are handled by the
-sound drivers themselves. Make sure you select gameport support in the
-joystick menu and sound card support in the sound menu for your appropriate
-card.
-
-3.16 Amiga
-~~~~~~~~~~
- Amiga joysticks, connected to an Amiga, are supported by the amijoy.c
-driver. Since they can't be autodetected, the driver has a command line.
-
- amijoy.map=<a>,<b>
-
- a and b define the joysticks connected to the JOY0DAT and JOY1DAT ports of
-the Amiga.
-
- Value | Joystick type
- ---------------------
- 0 | None
- 1 | 1-button digital joystick
-
- No more joystick types are supported now, but that should change in the
-future if I get an Amiga in the reach of my fingers.
-
-3.17 Game console and 8-bit pads and joysticks
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-See joystick-parport.txt for more info.
-
-3.18 SpaceTec/LabTec devices
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- SpaceTec serial devices communicate using the SpaceWare protocol. It is
-supported by the spaceorb.c and spaceball.c drivers. The devices currently
-supported by spaceorb.c are:
-
-* SpaceTec SpaceBall Avenger
-* SpaceTec SpaceOrb 360
-
-Devices currently supported by spaceball.c are:
-
-* SpaceTec SpaceBall 4000 FLX
-
- In addition to having the spaceorb/spaceball and serport modules in the
-kernel, you also need to attach a serial port to it. to do that, run the
-inputattach program:
-
- inputattach --spaceorb /dev/tts/x &
-or
- inputattach --spaceball /dev/tts/x &
-
-where /dev/tts/x is the serial port which the device is connected to. After
-doing this, the device will be reported and will start working.
-
- There is one caveat with the SpaceOrb. The button #6, the on the bottom
-side of the orb, although reported as an ordinary button, causes internal
-recentering of the spaceorb, moving the zero point to the position in which
-the ball is at the moment of pressing the button. So, think first before
-you bind it to some other function.
-
-SpaceTec SpaceBall 2003 FLX and 3003 FLX are not supported yet.
-
-3.19 Logitech SWIFT devices
-~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The SWIFT serial protocol is supported by the warrior.c module. It
-currently supports only the:
-
-* Logitech WingMan Warrior
-
-but in the future, Logitech CyberMan (the original one, not CM2) could be
-supported as well. To use the module, you need to run inputattach after you
-insert/compile the module into your kernel:
-
- inputattach --warrior /dev/tts/x &
-
-/dev/tts/x is the serial port your Warrior is attached to.
-
-3.20 Magellan / Space Mouse
-~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The Magellan (or Space Mouse), manufactured by LogiCad3d (formerly Space
-Systems), for many other companies (Logitech, HP, ...) is supported by the
-joy-magellan module. It currently supports only the:
-
-* Magellan 3D
-* Space Mouse
-
-models, the additional buttons on the 'Plus' versions are not supported yet.
-
- To use it, you need to attach the serial port to the driver using the
-
- inputattach --magellan /dev/tts/x &
-
-command. After that the Magellan will be detected, initialized, will beep,
-and the /dev/input/jsX device should become usable.
-
-3.21 I-Force devices
-~~~~~~~~~~~~~~~~~~~~
- All I-Force devices are supported by the iforce module. This includes:
-
-* AVB Mag Turbo Force
-* AVB Top Shot Pegasus
-* AVB Top Shot Force Feedback Racing Wheel
-* Logitech WingMan Force
-* Logitech WingMan Force Wheel
-* Guillemot Race Leader Force Feedback
-* Guillemot Force Feedback Racing Wheel
-* Thrustmaster Motor Sport GT
-
- To use it, you need to attach the serial port to the driver using the
-
- inputattach --iforce /dev/tts/x &
-
-command. After that the I-Force device will be detected, and the
-/dev/input/jsX device should become usable.
-
- In case you're using the device via the USB port, the inputattach command
-isn't needed.
-
- The I-Force driver now supports force feedback via the event interface.
-
- Please note that Logitech WingMan *3D devices are _not_ supported by this
-module, rather by hid. Force feedback is not supported for those devices.
-Logitech gamepads are also hid devices.
-
-3.22 Gravis Stinger gamepad
-~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The Gravis Stinger serial port gamepad, designed for use with laptop
-computers, is supported by the stinger.c module. To use it, attach the
-serial port to the driver using:
-
- inputattach --stinger /dev/tty/x &
-
-where x is the number of the serial port.
-
-4. Troubleshooting
-~~~~~~~~~~~~~~~~~~
- There is quite a high probability that you run into some problems. For
-testing whether the driver works, if in doubt, use the jstest utility in
-some of its modes. The most useful modes are "normal" - for the 1.x
-interface, and "old" for the "0.x" interface. You run it by typing:
-
- jstest --normal /dev/input/js0
- jstest --old /dev/input/js0
-
- Additionally you can do a test with the evtest utility:
-
- evtest /dev/input/event0
-
- Oh, and read the FAQ! :)
-
-5. FAQ
-~~~~~~
-Q: Running 'jstest /dev/input/js0' results in "File not found" error. What's the
- cause?
-A: The device files don't exist. Create them (see section 2.2).
-
-Q: Is it possible to connect my old Atari/Commodore/Amiga/console joystick
- or pad that uses a 9-pin D-type cannon connector to the serial port of my
- PC?
-A: Yes, it is possible, but it'll burn your serial port or the pad. It
- won't work, of course.
-
-Q: My joystick doesn't work with Quake / Quake 2. What's the cause?
-A: Quake / Quake 2 don't support joystick. Use joy2key to simulate keypresses
- for them.
-
-6. Programming Interface
-~~~~~~~~~~~~~~~~~~~~~~~~
- The 1.0 driver uses a new, event based approach to the joystick driver.
-Instead of the user program polling for the joystick values, the joystick
-driver now reports only any changes of its state. See joystick-api.txt,
-joystick.h and jstest.c included in the joystick package for more
-information. The joystick device can be used in either blocking or
-nonblocking mode and supports select() calls.
-
- For backward compatibility the old (v0.x) interface is still included.
-Any call to the joystick driver using the old interface will return values
-that are compatible to the old interface. This interface is still limited
-to 2 axes, and applications using it usually decode only 2 buttons, although
-the driver provides up to 32.