Linux-2.6.12-rc2

Initial git repository build. I'm not bothering with the full history,
even though we have it. We can create a separate "historical" git
archive of that later if we want to, and in the meantime it's about
3.2GB when imported into git - space that would just make the early
git days unnecessarily complicated, when we don't have a lot of good
infrastructure for it.

Let it rip!
This commit is contained in:
Linus Torvalds
2005-04-16 15:20:36 -07:00
commit 1da177e4c3
17291 changed files with 6718755 additions and 0 deletions

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Amiga 4-joystick parport extension
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Parallel port pins:
(2) - Up1 (6) - Up2
(3) - Down1 (7) - Down2
(4) - Left1 (8) - Left2
(5) - Right1 (9) - Right2
(13) - Fire1 (11) - Fire2
(18) - Gnd1 (18) - Gnd2
Amiga digital joystick pinout
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(1) - Up
(2) - Down
(3) - Left
(4) - Right
(5) - n/c
(6) - Fire button
(7) - +5V (50mA)
(8) - Gnd
(9) - Thumb button
Amiga mouse pinout
~~~~~~~~~~~~~~~~~~
(1) - V-pulse
(2) - H-pulse
(3) - VQ-pulse
(4) - HQ-pulse
(5) - Middle button
(6) - Left button
(7) - +5V (50mA)
(8) - Gnd
(9) - Right button
Amiga analog joystick pinout
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(1) - Top button
(2) - Top2 button
(3) - Trigger button
(4) - Thumb button
(5) - Analog X
(6) - n/c
(7) - +5V (50mA)
(8) - Gnd
(9) - Analog Y
Amiga lightpen pinout
~~~~~~~~~~~~~~~~~~~~~
(1) - n/c
(2) - n/c
(3) - n/c
(4) - n/c
(5) - Touch button
(6) - /Beamtrigger
(7) - +5V (50mA)
(8) - Gnd
(9) - Stylus button
-------------------------------------------------------------------------------
NAME rev ADDR type chip Description
JOY0DAT 00A R Denise Joystick-mouse 0 data (left vert, horiz)
JOY1DAT 00C R Denise Joystick-mouse 1 data (right vert,horiz)
These addresses each read a 16 bit register. These in turn
are loaded from the MDAT serial stream and are clocked in on
the rising edge of SCLK. MLD output is used to parallel load
the external parallel-to-serial converter.This in turn is
loaded with the 4 quadrature inputs from each of two game
controller ports (8 total) plus 8 miscellaneous control bits
which are new for LISA and can be read in upper 8 bits of
LISAID.
Register bits are as follows:
Mouse counter usage (pins 1,3 =Yclock, pins 2,4 =Xclock)
BIT# 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
JOY0DAT Y7 Y6 Y5 Y4 Y3 Y2 Y1 Y0 X7 X6 X5 X4 X3 X2 X1 X0
JOY1DAT Y7 Y6 Y5 Y4 Y3 Y2 Y1 Y0 X7 X6 X5 X4 X3 X2 X1 X0
0=LEFT CONTROLLER PAIR, 1=RIGHT CONTROLLER PAIR.
(4 counters total).The bit usage for both left and right
addresses is shown below. Each 6 bit counter (Y7-Y2,X7-X2) is
clocked by 2 of the signals input from the mouse serial
stream. Starting with first bit recived:
+-------------------+-----------------------------------------+
| Serial | Bit Name | Description |
+--------+----------+-----------------------------------------+
| 0 | M0H | JOY0DAT Horizontal Clock |
| 1 | M0HQ | JOY0DAT Horizontal Clock (quadrature) |
| 2 | M0V | JOY0DAT Vertical Clock |
| 3 | M0VQ | JOY0DAT Vertical Clock (quadrature) |
| 4 | M1V | JOY1DAT Horizontall Clock |
| 5 | M1VQ | JOY1DAT Horizontall Clock (quadrature) |
| 6 | M1V | JOY1DAT Vertical Clock |
| 7 | M1VQ | JOY1DAT Vertical Clock (quadrature) |
+--------+----------+-----------------------------------------+
Bits 1 and 0 of each counter (Y1-Y0,X1-X0) may be
read to determine the state of the related input signal pair.
This allows these pins to double as joystick switch inputs.
Joystick switch closures can be deciphered as follows:
+------------+------+---------------------------------+
| Directions | Pin# | Counter bits |
+------------+------+---------------------------------+
| Forward | 1 | Y1 xor Y0 (BIT#09 xor BIT#08) |
| Left | 3 | Y1 |
| Back | 2 | X1 xor X0 (BIT#01 xor BIT#00) |
| Right | 4 | X1 |
+------------+------+---------------------------------+
-------------------------------------------------------------------------------
NAME rev ADDR type chip Description
JOYTEST 036 W Denise Write to all 4 joystick-mouse counters at once.
Mouse counter write test data:
BIT# 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
JOYxDAT Y7 Y6 Y5 Y4 Y3 Y2 xx xx X7 X6 X5 X4 X3 X2 xx xx
JOYxDAT Y7 Y6 Y5 Y4 Y3 Y2 xx xx X7 X6 X5 X4 X3 X2 xx xx
-------------------------------------------------------------------------------
NAME rev ADDR type chip Description
POT0DAT h 012 R Paula Pot counter data left pair (vert, horiz)
POT1DAT h 014 R Paula Pot counter data right pair (vert,horiz)
These addresses each read a pair of 8 bit pot counters.
(4 counters total). The bit assignment for both
addresses is shown below. The counters are stopped by signals
from 2 controller connectors (left-right) with 2 pins each.
BIT# 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
RIGHT Y7 Y6 Y5 Y4 Y3 Y2 Y1 Y0 X7 X6 X5 X4 X3 X2 X1 X0
LEFT Y7 Y6 Y5 Y4 Y3 Y2 Y1 Y0 X7 X6 X5 X4 X3 X2 X1 X0
+--------------------------+-------+
| CONNECTORS | PAULA |
+-------+------+-----+-----+-------+
| Loc. | Dir. | Sym | pin | pin |
+-------+------+-----+-----+-------+
| RIGHT | Y | RX | 9 | 33 |
| RIGHT | X | RX | 5 | 32 |
| LEFT | Y | LY | 9 | 36 |
| LEFT | X | LX | 5 | 35 |
+-------+------+-----+-----+-------+
With normal (NTSC or PAL) horiz. line rate, the pots will
give a full scale (FF) reading with about 500kohms in one
frame time. With proportionally faster horiz line times,
the counters will count proportionally faster.
This should be noted when doing variable beam displays.
-------------------------------------------------------------------------------
NAME rev ADDR type chip Description
POTGO 034 W Paula Pot port (4 bit) bi-direction and data, and pot counter start.
-------------------------------------------------------------------------------
NAME rev ADDR type chip Description
POTINP 016 R Paula Pot pin data read
This register controls a 4 bit bi-direction I/O port
that shares the same 4 pins as the 4 pot counters above.
+-------+----------+---------------------------------------------+
| BIT# | FUNCTION | DESCRIPTION |
+-------+----------+---------------------------------------------+
| 15 | OUTRY | Output enable for Paula pin 33 |
| 14 | DATRY | I/O data Paula pin 33 |
| 13 | OUTRX | Output enable for Paula pin 32 |
| 12 | DATRX | I/O data Paula pin 32 |
| 11 | OUTLY | Out put enable for Paula pin 36 |
| 10 | DATLY | I/O data Paula pin 36 |
| 09 | OUTLX | Output enable for Paula pin 35 |
| 08 | DATLX | I/O data Paula pin 35 |
| 07-01 | X | Not used |
| 00 | START | Start pots (dump capacitors,start counters) |
+-------+----------+---------------------------------------------+
-------------------------------------------------------------------------------

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Intelligent Keyboard (ikbd) Protocol
1. Introduction
The Atari Corp. Intelligent Keyboard (ikbd) is a general purpose keyboard
controller that is flexible enough that it can be used in a variety of
products without modification. The keyboard, with its microcontroller,
provides a convenient connection point for a mouse and switch-type joysticks.
The ikbd processor also maintains a time-of-day clock with one second
resolution.
The ikbd has been designed to be general enough that it can be used with a
ariety of new computer products. Product variations in a number of
keyswitches, mouse resolution, etc. can be accommodated.
The ikbd communicates with the main processor over a high speed bi-directional
serial interface. It can function in a variety of modes to facilitate
different applications of the keyboard, joysticks, or mouse. Limited use of
the controller is possible in applications in which only a unidirectional
communications medium is available by carefully designing the default modes.
3. Keyboard
The keyboard always returns key make/break scan codes. The ikbd generates
keyboard scan codes for each key press and release. The key scan make (key
closure) codes start at 1, and are defined in Appendix A. For example, the
ISO key position in the scan code table should exist even if no keyswitch
exists in that position on a particular keyboard. The break code for each key
is obtained by ORing 0x80 with the make code.
The special codes 0xF6 through 0xFF are reserved for use as follows:
0xF6 status report
0xF7 absolute mouse position record
0xF8-0xFB relative mouse position records(lsbs determind by
mouse button states)
0xFC time-of-day
0xFD joystick report (both sticks)
0xFE joystick 0 event
0xFF joystick 1 event
The two shift keys return different scan codes in this mode. The ENTER key
and the RETurn key are also distinct.
4. Mouse
The mouse port should be capable of supporting a mouse with resolution of
approximately 200 counts (phase changes or 'clicks') per inch of travel. The
mouse should be scanned at a rate that will permit accurate tracking at
velocities up to 10 inches per second.
The ikbd can report mouse motion in three distinctly different ways. It can
report relative motion, absolute motion in a coordinate system maintained
within the ikbd, or by converting mouse motion into keyboard cursor control
key equivalents.
The mouse buttons can be treated as part of the mouse or as additional
keyboard keys.
4.1 Relative Position Reporting
In relative position mode, the ikbd will return relative mouse position
records whenever a mouse event occurs. A mouse event consists of a mouse
button being pressed or released, or motion in either axis exceeding a
settable threshold of motion. Regardless of the threshold, all bits of
resolution are returned to the host computer.
Note that the ikbd may return mouse relative position reports with
significantly more than the threshold delta x or y. This may happen since no
relative mouse motion events will be generated: (a) while the keyboard has
been 'paused' ( the event will be stored until keyboard communications is
resumed) (b) while any event is being transmitted.
The relative mouse position record is a three byte record of the form
(regardless of keyboard mode):
%111110xy ; mouse position record flag
; where y is the right button state
; and x is the left button state
X ; delta x as twos complement integer
Y ; delta y as twos complement integer
Note that the value of the button state bits should be valid even if the
MOUSE BUTTON ACTION has set the buttons to act like part of the keyboard.
If the accumulated motion before the report packet is generated exceeds the
+127...-128 range, the motion is broken into multiple packets.
Note that the sign of the delta y reported is a function of the Y origin
selected.
4.2 Absolute Position reporting
The ikbd can also maintain absolute mouse position. Commands exist for
reseting the mouse position, setting X/Y scaling, and interrogating the
current mouse position.
4.3 Mouse Cursor Key Mode
The ikbd can translate mouse motion into the equivalent cursor keystrokes.
The number of mouse clicks per keystroke is independently programmable in
each axis. The ikbd internally maintains mouse motion information to the
highest resolution available, and merely generates a pair of cursor key events
for each multiple of the scale factor.
Mouse motion produces the cursor key make code immediately followed by the
break code for the appropriate cursor key. The mouse buttons produce scan
codes above those normally assigned for the largest envisioned keyboard (i.e.
LEFT=0x74 & RIGHT=0x75).
5. Joystick
5.1 Joystick Event Reporting
In this mode, the ikbd generates a record whever the joystick position is
changed (i.e. for each opening or closing of a joystick switch or trigger).
The joystick event record is two bytes of the form:
%1111111x ; Joystick event marker
; where x is Joystick 0 or 1
%x000yyyy ; where yyyy is the stick position
; and x is the trigger
5.2 Joystick Interrogation
The current state of the joystick ports may be interrogated at any time in
this mode by sending an 'Interrogate Joystick' command to the ikbd.
The ikbd response to joystick interrogation is a three byte report of the form
0xFD ; joystick report header
%x000yyyy ; Joystick 0
%x000yyyy ; Joystick 1
; where x is the trigger
; and yyy is the stick position
5.3 Joystick Monitoring
A mode is available that devotes nearly all of the keyboard communications
time to reporting the state of the joystick ports at a user specifiable rate.
It remains in this mode until reset or commanded into another mode. The PAUSE
command in this mode not only stop the output but also temporarily stops
scanning the joysticks (samples are not queued).
5.4 Fire Button Monitoring
A mode is provided to permit monitoring a single input bit at a high rate. In
this mode the ikbd monitors the state of the Joystick 1 fire button at the
maximum rate permitted by the serial communication channel. The data is packed
8 bits per byte for transmission to the host. The ikbd remains in this mode
until reset or commanded into another mode. The PAUSE command in this mode not
only stops the output but also temporarily stops scanning the button (samples
are not queued).
5.5 Joystick Key Code Mode
The ikbd may be commanded to translate the use of either joystick into the
equivalent cursor control keystroke(s). The ikbd provides a single breakpoint
velocity joystick cursor.
Joystick events produce the make code, immediately followed by the break code
for the appropriate cursor motion keys. The trigger or fire buttons of the
joysticks produce pseudo key scan codes above those used by the largest key
matrix envisioned (i.e. JOYSTICK0=0x74, JOYSTICK1=0x75).
6. Time-of-Day Clock
The ikbd also maintains a time-of-day clock for the system. Commands are
available to set and interrogate the timer-of-day clock. Time-keeping is
maintained down to a resolution of one second.
7. Status Inquiries
The current state of ikbd modes and parameters may be found by sending status
inquiry commands that correspond to the ikbd set commands.
8. Power-Up Mode
The keyboard controller will perform a simple self-test on power-up to detect
major controller faults (ROM checksum and RAM test) and such things as stuck
keys. Any keys down at power-up are presumed to be stuck, and their BREAK
(sic) code is returned (which without the preceding MAKE code is a flag for a
keyboard error). If the controller self-test completes without error, the code
0xF0 is returned. (This code will be used to indicate the version/rlease of
the ikbd controller. The first release of the ikbd is version 0xF0, should
there be a second release it will be 0xF1, and so on.)
The ikbd defaults to a mouse position reporting with threshold of 1 unit in
either axis and the Y=0 origin at the top of the screen, and joystick event
reporting mode for joystick 1, with both buttons being logically assigned to
the mouse. After any joystick command, the ikbd assumes that joysticks are
connected to both Joystick0 and Joystick1. Any mouse command (except MOUSE
DISABLE) then causes port 0 to again be scanned as if it were a mouse, and
both buttons are logically connected to it. If a mouse diable command is
received while port 0 is presumed to be a mouse, the button is logically
assigned to Joystick1 ( until the mouse is reenabled by another mouse command).
9. ikbd Command Set
This section contains a list of commands that can be sent to the ikbd. Command
codes (such as 0x00) which are not specified should perform no operation
(NOPs).
9.1 RESET
0x80
0x01
N.B. The RESET command is the only two byte command understood by the ikbd.
Any byte following an 0x80 command byte other than 0x01 is ignored (and causes
the 0x80 to be ignored).
A reset may also be caused by sending a break lasting at least 200mS to the
ikbd.
Executing the RESET command returns the keyboard to its default (power-up)
mode and parameter settings. It does not affect the time-of-day clock.
The RESET command or function causes the ikbd to perform a simple self-test.
If the test is successful, the ikbd will send the code of 0xF0 within 300mS
of receipt of the RESET command (or the end of the break, or power-up). The
ikbd will then scan the key matrix for any stuck (closed) keys. Any keys found
closed will cause the break scan code to be generated (the break code arriving
without being preceded by the make code is a flag for a key matrix error).
9.2. SET MOUSE BUTTON ACTION
0x07
%00000mss ; mouse button action
; (m is presumed = 1 when in MOUSE KEYCODE mode)
; mss=0xy, mouse button press or release causes mouse
; position report
; where y=1, mouse key press causes absolute report
; and x=1, mouse key release causes absolute report
; mss=100, mouse buttons act like keys
This command sets how the ikbd should treat the buttons on the mouse. The
default mouse button action mode is %00000000, the buttons are treated as part
of the mouse logically.
When buttons act like keys, LEFT=0x74 & RIGHT=0x75.
9.3 SET RELATIVE MOUSE POSITION REPORTING
0x08
Set relative mouse position reporting. (DEFAULT) Mouse position packets are
generated asynchronously by the ikbd whenever motion exceeds the setable
threshold in either axis (see SET MOUSE THRESHOLD). Depending upon the mouse
key mode, mouse position reports may also be generated when either mouse
button is pressed or released. Otherwise the mouse buttons behave as if they
were keyboard keys.
9.4 SET ABSOLUTE MOUSE POSITIONING
0x09
XMSB ; X maximum (in scaled mouse clicks)
XLSB
YMSB ; Y maximum (in scaled mouse clicks)
YLSB
Set absolute mouse position maintenance. Resets the ikbd maintained X and Y
coordinates.
In this mode, the value of the internally maintained coordinates does NOT wrap
between 0 and large positive numbers. Excess motion below 0 is ignored. The
command sets the maximum positive value that can be attained in the scaled
coordinate system. Motion beyond that value is also ignored.
9.5 SET MOUSE KEYCODE MOSE
0x0A
deltax ; distance in X clicks to return (LEFT) or (RIGHT)
deltay ; distance in Y clicks to return (UP) or (DOWN)
Set mouse monitoring routines to return cursor motion keycodes instead of
either RELATIVE or ABSOLUTE motion records. The ikbd returns the appropriate
cursor keycode after mouse travel exceeding the user specified deltas in
either axis. When the keyboard is in key scan code mode, mouse motion will
cause the make code immediately followed by the break code. Note that this
command is not affected by the mouse motion origin.
9..6 SET MOUSE THRESHOLD
0x0B
X ; x threshold in mouse ticks (positive integers)
Y ; y threshold in mouse ticks (positive integers)
This command sets the threshold before a mouse event is generated. Note that
it does NOT affect the resolution of the data returned to the host. This
command is valid only in RELATIVE MOUSE POSITIONING mode. The thresholds
default to 1 at RESET (or power-up).
9.7 SET MOUSE SCALE
0x0C
X ; horizontal mouse ticks per internel X
Y ; vertical mouse ticks per internel Y
This command sets the scale factor for the ABSOLUTE MOUSE POSITIONING mode.
In this mode, the specified number of mouse phase changes ('clicks') must
occur before the internally maintained coordinate is changed by one
(independently scaled for each axis). Remember that the mouse position
information is available only by interrogating the ikbd in the ABSOLUTE MOUSE
POSITIONING mode unless the ikbd has been commanded to report on button press
or release (see SET MOSE BUTTON ACTION).
9.8 INTERROGATE MOUSE POSITION
0x0D
Returns:
0xF7 ; absolute mouse position header
BUTTONS
0000dcba ; where a is right button down since last interrogation
; b is right button up since last
; c is left button down since last
; d is left button up since last
XMSB ; X coordinate
XLSB
YMSB ; Y coordinate
YLSB
The INTERROGATE MOUSE POSITION command is valid when in the ABSOLUTE MOUSE
POSITIONING mode, regardless of the setting of the MOUSE BUTTON ACTION.
9.9 LOAD MOUSE POSITION
0x0E
0x00 ; filler
XMSB ; X coordinate
XLSB ; (in scaled coordinate system)
YMSB ; Y coordinate
YLSB
This command allows the user to preset the internally maintained absolute
mouse position.
9.10 SET Y=0 AT BOTTOM
0x0F
This command makes the origin of the Y axis to be at the bottom of the
logical coordinate system internel to the ikbd for all relative or absolute
mouse motion. This causes mouse motion toward the user to be negative in sign
and away from the user to be positive.
9.11 SET Y=0 AT TOP
0x10
Makes the origin of the Y axis to be at the top of the logical coordinate
system within the ikbd for all relative or absolute mouse motion. (DEFAULT)
This causes mouse motion toward the user to be positive in sign and away from
the user to be negative.
9.12 RESUME
0x11
Resume sending data to the host. Since any command received by the ikbd after
its output has been paused also causes an implicit RESUME this command can be
thought of as a NO OPERATION command. If this command is received by the ikbd
and it is not PAUSED, it is simply ignored.
9.13 DISABLE MOUSE
0x12
All mouse event reporting is disabled (and scanning may be internally
disabled). Any valid mouse mode command resumes mouse motion monitoring. (The
valid mouse mode commands are SET RELATIVE MOUSE POSITION REPORTING, SET
ABSOLUTE MOUSE POSITIONING, and SET MOUSE KEYCODE MODE. )
N.B. If the mouse buttons have been commanded to act like keyboard keys, this
command DOES affect their actions.
9.14 PAUSE OUTPUT
0x13
Stop sending data to the host until another valid command is received. Key
matrix activity is still monitored and scan codes or ASCII characters enqueued
(up to the maximum supported by the microcontroller) to be sent when the host
allows the output to be resumed. If in the JOYSTICK EVENT REPORTING mode,
joystick events are also queued.
Mouse motion should be accumulated while the output is paused. If the ikbd is
in RELATIVE MOUSE POSITIONING REPORTING mode, motion is accumulated beyond the
normal threshold limits to produce the minimum number of packets necessary for
transmission when output is resumed. Pressing or releasing either mouse button
causes any accumulated motion to be immediately queued as packets, if the
mouse is in RELATIVE MOUSE POSITION REPORTING mode.
Because of the limitations of the microcontroller memory this command should
be used sparingly, and the output should not be shut of for more than <tbd>
milliseconds at a time.
The output is stopped only at the end of the current 'even'. If the PAUSE
OUTPUT command is received in the middle of a multiple byte report, the packet
will still be transmitted to conclusion and then the PAUSE will take effect.
When the ikbd is in either the JOYSTICK MONITORING mode or the FIRE BUTTON
MONITORING mode, the PAUSE OUTPUT command also temporarily stops the
monitoring process (i.e. the samples are not enqueued for transmission).
0.15 SET JOYSTICK EVENT REPORTING
0x14
Enter JOYSTICK EVENT REPORTING mode (DEFAULT). Each opening or closure of a
joystick switch or trigger causes a joystick event record to be generated.
9.16 SET JOYSTICK INTERROGATION MODE
0x15
Disables JOYSTICK EVENT REPORTING. Host must send individual JOYSTICK
INTERROGATE commands to sense joystick state.
9.17 JOYSTICK INTERROGATE
0x16
Return a record indicating the current state of the joysticks. This command
is valid in either the JOYSTICK EVENT REPORTING mode or the JOYSTICK
INTERROGATION MODE.
9.18 SET JOYSTICK MONITORING
0x17
rate ; time between samples in hundreths of a second
Returns: (in packets of two as long as in mode)
%000000xy ; where y is JOYSTICK1 Fire button
; and x is JOYSTICK0 Fire button
%nnnnmmmm ; where m is JOYSTICK1 state
; and n is JOYSTICK0 state
Sets the ikbd to do nothing but monitor the serial command lne, maintain the
time-of-day clock, and monitor the joystick. The rate sets the interval
between joystick samples.
N.B. The user should not set the rate higher than the serial communications
channel will allow the 2 bytes packets to be transmitted.
9.19 SET FIRE BUTTON MONITORING
0x18
Returns: (as long as in mode)
%bbbbbbbb ; state of the JOYSTICK1 fire button packed
; 8 bits per byte, the first sample if the MSB
Set the ikbd to do nothing but monitor the serial command line, maintain the
time-of-day clock, and monitor the fire button on Joystick 1. The fire button
is scanned at a rate that causes 8 samples to be made in the time it takes for
the previous byte to be sent to the host (i.e. scan rate = 8/10 * baud rate).
The sample interval should be as constant as possible.
9.20 SET JOYSTICK KEYCODE MODE
0x19
RX ; length of time (in tenths of seconds) until
; horizontal velocity breakpoint is reached
RY ; length of time (in tenths of seconds) until
; vertical velocity breakpoint is reached
TX ; length (in tenths of seconds) of joystick closure
; until horizontal cursor key is generated before RX
; has elapsed
TY ; length (in tenths of seconds) of joystick closure
; until vertical cursor key is generated before RY
; has elapsed
VX ; length (in tenths of seconds) of joystick closure
; until horizontal cursor keystokes are generated
; after RX has elapsed
VY ; length (in tenths of seconds) of joystick closure
; until vertical cursor keystokes are generated
; after RY has elapsed
In this mode, joystick 0 is scanned in a way that simulates cursor keystrokes.
On initial closure, a keystroke pair (make/break) is generated. Then up to Rn
tenths of seconds later, keystroke pairs are generated every Tn tenths of
seconds. After the Rn breakpoint is reached, keystroke pairs are generated
every Vn tenths of seconds. This provides a velocity (auto-repeat) breakpoint
feature.
Note that by setting RX and/or Ry to zero, the velocity feature can be
disabled. The values of TX and TY then become meaningless, and the generation
of cursor 'keystrokes' is set by VX and VY.
9.21 DISABLE JOYSTICKS
0x1A
Disable the generation of any joystick events (and scanning may be internally
disabled). Any valid joystick mode command resumes joystick monitoring. (The
joystick mode commands are SET JOYSTICK EVENT REPORTING, SET JOYSTICK
INTERROGATION MODE, SET JOYSTICK MONITORING, SET FIRE BUTTON MONITORING, and
SET JOYSTICK KEYCODE MODE.)
9.22 TIME-OF-DAY CLOCK SET
0x1B
YY ; year (2 least significant digits)
MM ; month
DD ; day
hh ; hour
mm ; minute
ss ; second
All time-of-day data should be sent to the ikbd in packed BCD format.
Any digit that is not a valid BCD digit should be treated as a 'don't care'
and not alter that particular field of the date or time. This permits setting
only some subfields of the time-of-day clock.
9.23 INTERROGATE TIME-OF-DAT CLOCK
0x1C
Returns:
0xFC ; time-of-day event header
YY ; year (2 least significant digits)
MM ; month
DD ; day
hh ; hour
mm ; minute
ss ; second
All time-of-day is sent in packed BCD format.
9.24 MEMORY LOAD
0x20
ADRMSB ; address in controller
ADRLSB ; memory to be loaded
NUM ; number of bytes (0-128)
{ data }
This command permits the host to load arbitrary values into the ikbd
controller memory. The time between data bytes must be less than 20ms.
9.25 MEMORY READ
0x21
ADRMSB ; address in controller
ADRLSB ; memory to be read
Returns:
0xF6 ; status header
0x20 ; memory access
{ data } ; 6 data bytes starting at ADR
This comand permits the host to read from the ikbd controller memory.
9.26 CONTROLLER EXECUTE
0x22
ADRMSB ; address of subroutine in
ADRLSB ; controller memory to be called
This command allows the host to command the execution of a subroutine in the
ikbd controller memory.
9.27 STATUS INQUIRIES
Status commands are formed by inclusively ORing 0x80 with the
relevant SET command.
Example:
0x88 (or 0x89 or 0x8A) ; request mouse mode
Returns:
0xF6 ; status response header
mode ; 0x08 is RELATIVE
; 0x09 is ABSOLUTE
; 0x0A is KEYCODE
param1 ; 0 is RELATIVE
; XMSB maximum if ABSOLUTE
; DELTA X is KEYCODE
param2 ; 0 is RELATIVE
; YMSB maximum if ABSOLUTE
; DELTA Y is KEYCODE
param3 ; 0 if RELATIVE
; or KEYCODE
; YMSB is ABSOLUTE
param4 ; 0 if RELATIVE
; or KEYCODE
; YLSB is ABSOLUTE
0 ; pad
0
The STATUS INQUIRY commands request the ikbd to return either the current mode
or the parameters associated with a given command. All status reports are
padded to form 8 byte long return packets. The responses to the status
requests are designed so that the host may store them away (after stripping
off the status report header byte) and later send them back as commands to
ikbd to restore its state. The 0 pad bytes will be treated as NOPs by the
ikbd.
Valid STATUS INQUIRY commands are:
0x87 mouse button action
0x88 mouse mode
0x89
0x8A
0x8B mnouse threshold
0x8C mouse scale
0x8F mouse vertical coordinates
0x90 ( returns 0x0F Y=0 at bottom
0x10 Y=0 at top )
0x92 mouse enable/disable
( returns 0x00 enabled)
0x12 disabled )
0x94 joystick mode
0x95
0x96
0x9A joystick enable/disable
( returns 0x00 enabled
0x1A disabled )
It is the (host) programmer's responsibility to have only one unanswered
inquiry in process at a time.
STATUS INQUIRY commands are not valid if the ikbd is in JOYSTICK MONITORING
mode or FIRE BUTTON MONITORING mode.
10. SCAN CODES
The key scan codes return by the ikbd are chosen to simplify the
implementaion of GSX.
GSX Standard Keyboard Mapping.
Hex Keytop
01 Esc
02 1
03 2
04 3
05 4
06 5
07 6
08 7
09 8
0A 9
0B 0
0C -
0D ==
0E BS
0F TAB
10 Q
11 W
12 E
13 R
14 T
15 Y
16 U
17 I
18 O
19 P
1A [
1B ]
1C RET
1D CTRL
1E A
1F S
20 D
21 F
22 G
23 H
24 J
25 K
26 L
27 ;
28 '
29 `
2A (LEFT) SHIFT
2B \
2C Z
2D X
2E C
2F V
30 B
31 N
32 M
33 ,
34 .
35 /
36 (RIGHT) SHIFT
37 { NOT USED }
38 ALT
39 SPACE BAR
3A CAPS LOCK
3B F1
3C F2
3D F3
3E F4
3F F5
40 F6
41 F7
42 F8
43 F9
44 F10
45 { NOT USED }
46 { NOT USED }
47 HOME
48 UP ARROW
49 { NOT USED }
4A KEYPAD -
4B LEFT ARROW
4C { NOT USED }
4D RIGHT ARROW
4E KEYPAD +
4F { NOT USED }
50 DOWN ARROW
51 { NOT USED }
52 INSERT
53 DEL
54 { NOT USED }
5F { NOT USED }
60 ISO KEY
61 UNDO
62 HELP
63 KEYPAD (
64 KEYPAD /
65 KEYPAD *
66 KEYPAD *
67 KEYPAD 7
68 KEYPAD 8
69 KEYPAD 9
6A KEYPAD 4
6B KEYPAD 5
6C KEYPAD 6
6D KEYPAD 1
6E KEYPAD 2
6F KEYPAD 3
70 KEYPAD 0
71 KEYPAD .
72 KEYPAD ENTER

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I have written a small patch that let's me use my Amiga CD32
joypad connected to the parallel port. Thought I'd share it with you so
you can add it to the list of supported joysticks (hopefully someone will
find it useful).
It needs the following wiring:
CD32 pad | Parallel port
----------------------------
1 (Up) | 2 (D0)
2 (Down) | 3 (D1)
3 (Left) | 4 (D2)
4 (Right) | 5 (D3)
5 (Fire3) | 14 (AUTOFD)
6 (Fire1) | 17 (SELIN)
7 (+5V) | 1 (STROBE)
8 (Gnd) | 18 (Gnd)
9 (Fire2) | 7 (D5)

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Preface.
This is a new low-level driver to support analog joystick attached to
Crystal SoundFusion CS4610/CS4612/CS4615. This code is based upon
Vortex/Solo drivers as an example of decoration style, and ALSA
0.5.8a kernel drivers as an chipset documentation and samples.
This version does not have cooked mode support; the basic code
is present here, but have not tested completely. The button analysis
is completed in this mode, but the axis movement is not.
Raw mode works fine with analog joystick front-end driver and cs461x
driver as a backend. I've tested this driver with CS4610, 4-axis and
4-button joystick; I mean the jstest utility. Also I've tried to
play in xracer game using joystick, and the result is better than
keyboard only mode.
The sensitivity and calibrate quality have not been tested; the two
reasons are performed: the same hardware cannot work under Win95 (blue
screen in VJOYD); I have no documentation on my chip; and the existing
behavior in my case was not raised the requirement of joystick calibration.
So the driver have no code to perform hardware related calibration.
The patch contains minor changes of Config.in and Makefile files. All
needed code have been moved to one separate file cs461x.c like ns558.c
This driver have the basic support for PCI devices only; there is no
ISA or PnP ISA cards supported. AFAIK the ns558 have support for Crystal
ISA and PnP ISA series.
The driver works witn ALSA drivers simultaneously. For exmple, the xracer
uses joystick as input device and PCM device as sound output in one time.
There are no sound or input collisions detected. The source code have
comments about them; but I've found the joystick can be initialized
separately of ALSA modules. So, you canm use only one joystick driver
without ALSA drivers. The ALSA drivers are not needed to compile or
run this driver.
There are no debug information print have been placed in source, and no
specific options required to work this driver. The found chipset parameters
are printed via printk(KERN_INFO "..."), see the /var/log/messages to
inspect cs461x: prefixed messages to determine possible card detection
errors.
Regards,
Viktor

227
Documentation/input/ff.txt Normal file
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Force feedback for Linux.
By Johann Deneux <deneux@ifrance.com> on 2001/04/22.
You may redistribute this file. Please remember to include shape.fig and
interactive.fig as well.
----------------------------------------------------------------------------
0. Introduction
~~~~~~~~~~~~~~~
This document describes how to use force feedback devices under Linux. The
goal is not to support these devices as if they were simple input-only devices
(as it is already the case), but to really enable the rendering of force
effects.
At the moment, only I-Force devices are supported, and not officially. That
means I had to find out how the protocol works on my own. Of course, the
information I managed to grasp is far from being complete, and I can not
guarranty that this driver will work for you.
This document only describes the force feedback part of the driver for I-Force
devices. Please read joystick.txt before reading further this document.
2. Instructions to the user
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here are instructions on how to compile and use the driver. In fact, this
driver is the normal iforce, input and evdev drivers written by Vojtech
Pavlik, plus additions to support force feedback.
Before you start, let me WARN you that some devices shake violently during the
initialisation phase. This happens for example with my "AVB Top Shot Pegasus".
To stop this annoying behaviour, move you joystick to its limits. Anyway, you
should keep a hand on your device, in order to avoid it to brake down if
something goes wrong.
At the kernel's compilation:
- Enable IForce/Serial
- Enable Event interface
Compile the modules, install them.
You also need inputattach.
You then need to insert the modules into the following order:
% modprobe joydev
% modprobe serport # Only for serial
% modprobe iforce
% modprobe evdev
% ./inputattach -ifor $2 & # Only for serial
If you are using USB, you don't need the inputattach step.
Please check that you have all the /dev/input entries needed:
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
mknod input/event0 c 13 64
mknod input/event1 c 13 65
mknod input/event2 c 13 66
mknod input/event3 c 13 67
2.1 Does it work ?
~~~~~~~~~~~~~~~~~~
There is an utility called fftest that will allow you to test the driver.
% fftest /dev/input/eventXX
3. Instructions to the developper
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
All interactions are done using the event API. That is, you can use ioctl()
and write() on /dev/input/eventXX.
This information is subject to change.
3.1 Querying device capabilities
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#include <linux/input.h>
#include <sys/ioctl.h>
unsigned long features[1 + FF_MAX/sizeof(unsigned long)];
int ioctl(int file_descriptor, int request, unsigned long *features);
"request" must be EVIOCGBIT(EV_FF, size of features array in bytes )
Returns the features supported by the device. features is a bitfield with the
following bits:
- FF_X has an X axis (usually joysticks)
- FF_Y has an Y axis (usually joysticks)
- FF_WHEEL has a wheel (usually sterring wheels)
- FF_CONSTANT can render constant force effects
- FF_PERIODIC can render periodic effects (sine, triangle, square...)
- FF_RAMP can render ramp effects
- FF_SPRING can simulate the presence of a spring
- FF_FRICTION can simulate friction
- FF_DAMPER can simulate damper effects
- FF_RUMBLE rumble effects (normally the only effect supported by rumble
pads)
- FF_INERTIA can simulate inertia
int ioctl(int fd, EVIOCGEFFECTS, int *n);
Returns the number of effects the device can keep in its memory.
3.2 Uploading effects to the device
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#include <linux/input.h>
#include <sys/ioctl.h>
int ioctl(int file_descriptor, int request, struct ff_effect *effect);
"request" must be EVIOCSFF.
"effect" points to a structure describing the effect to upload. The effect is
uploaded, but not played.
The content of effect may be modified. In particular, its field "id" is set
to the unique id assigned by the driver. This data is required for performing
some operations (removing an effect, controlling the playback).
This if field must be set to -1 by the user in order to tell the driver to
allocate a new effect.
See <linux/input.h> for a description of the ff_effect stuct. You should also
find help in a few sketches, contained in files shape.fig and interactive.fig.
You need xfig to visualize these files.
3.3 Removing an effect from the device
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
int ioctl(int fd, EVIOCRMFF, effect.id);
This makes room for new effects in the device's memory. Please note this won't
stop the effect if it was playing.
3.4 Controlling the playback of effects
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Control of playing is done with write(). Below is an example:
#include <linux/input.h>
#include <unistd.h>
struct input_event play;
struct input_event stop;
struct ff_effect effect;
int fd;
...
fd = open("/dev/input/eventXX", O_RDWR);
...
/* Play three times */
play.type = EV_FF;
play.code = effect.id;
play.value = 3;
write(fd, (const void*) &play, sizeof(play));
...
/* Stop an effect */
stop.type = EV_FF;
stop.code = effect.id;
stop.value = 0;
write(fd, (const void*) &play, sizeof(stop));
3.5 Setting the gain
~~~~~~~~~~~~~~~~~~~~
Not all devices have the same strength. Therefore, users should set a gain
factor depending on how strong they want effects to be. This setting is
persistent across access to the driver, so you should not care about it if
you are writing games, as another utility probably already set this for you.
/* Set the gain of the device
int gain; /* between 0 and 100 */
struct input_event ie; /* structure used to communicate with the driver */
ie.type = EV_FF;
ie.code = FF_GAIN;
ie.value = 0xFFFFUL * gain / 100;
if (write(fd, &ie, sizeof(ie)) == -1)
perror("set gain");
3.6 Enabling/Disabling autocenter
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The autocenter feature quite disturbs the rendering of effects in my opinion,
and I think it should be an effect, which computation depends on the game
type. But you can enable it if you want.
int autocenter; /* between 0 and 100 */
struct input_event ie;
ie.type = EV_FF;
ie.code = FF_AUTOCENTER;
ie.value = 0xFFFFUL * autocenter / 100;
if (write(fd, &ie, sizeof(ie)) == -1)
perror("set auto-center");
A value of 0 means "no auto-center".
3.7 Dynamic update of an effect
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Proceed as if you wanted to upload a new effect, except that instead of
setting the id field to -1, you set it to the wanted effect id.
Normally, the effect is not stopped and restarted. However, depending on the
type of device, not all parameters can be dynamically updated. For example,
the direction of an effect cannot be updated with iforce devices. In this
case, the driver stops the effect, up-load it, and restart it.
3.8 Information about the status of effects
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Every time the status of an effect is changed, an event is sent. The values
and meanings of the fields of the event are as follows:
struct input_event {
/* When the status of the effect changed */
struct timeval time;
/* Set to EV_FF_STATUS */
unsigned short type;
/* Contains the id of the effect */
unsigned short code;
/* Indicates the status */
unsigned int value;
};
FF_STATUS_STOPPED The effect stopped playing
FF_STATUS_PLAYING The effect started to play

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$Id: gameport-programming.txt,v 1.3 2001/04/24 13:51:37 vojtech Exp $
Programming gameport drivers
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. A basic classic gameport
~~~~~~~~~~~~~~~~~~~~~~~~~~~
If the gameport doesn't provide more than the inb()/outb() functionality,
the code needed to register it with the joystick drivers is simple:
struct gameport gameport;
gameport.io = MY_IO_ADDRESS;
gameport_register_port(&gameport);
Make sure struct gameport is initialized to 0 in all other fields. The
gameport generic code will take care of the rest.
If your hardware supports more than one io address, and your driver can
choose which one program the hardware to, starting from the more exotic
addresses is preferred, because the likelyhood of clashing with the standard
0x201 address is smaller.
Eg. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then
0x218 would be the address of first choice.
If your hardware supports a gameport address that is not mapped to ISA io
space (is above 0x1000), use that one, and don't map the ISA mirror.
Also, always request_region() on the whole io space occupied by the
gameport. Although only one ioport is really used, the gameport usually
occupies from one to sixteen addresses in the io space.
Please also consider enabling the gameport on the card in the ->open()
callback if the io is mapped to ISA space - this way it'll occupy the io
space only when something really is using it. Disable it again in the
->close() callback. You also can select the io address in the ->open()
callback, so that it doesn't fail if some of the possible addresses are
already occupied by other gameports.
2. Memory mapped gameport
~~~~~~~~~~~~~~~~~~~~~~~~~
When a gameport can be accessed through MMIO, this way is preferred, because
it is faster, allowing more reads per second. Registering such a gameport
isn't as easy as a basic IO one, but not so much complex:
struct gameport gameport;
void my_trigger(struct gameport *gameport)
{
my_mmio = 0xff;
}
unsigned char my_read(struct gameport *gameport)
{
return my_mmio;
}
gameport.read = my_read;
gameport.trigger = my_trigger;
gameport_register_port(&gameport);
3. Cooked mode gameport
~~~~~~~~~~~~~~~~~~~~~~~
There are gameports that can report the axis values as numbers, that means
the driver doesn't have to measure them the old way - an ADC is built into
the gameport. To register a cooked gameport:
struct gameport gameport;
int my_cooked_read(struct gameport *gameport, int *axes, int *buttons)
{
int i;
for (i = 0; i < 4; i++)
axes[i] = my_mmio[i];
buttons[i] = my_mmio[4];
}
int my_open(struct gameport *gameport, int mode)
{
return -(mode != GAMEPORT_MODE_COOKED);
}
gameport.cooked_read = my_cooked_read;
gameport.open = my_open;
gameport.fuzz = 8;
gameport_register_port(&gameport);
The only confusing thing here is the fuzz value. Best determined by
experimentation, it is the amount of noise in the ADC data. Perfect
gameports can set this to zero, most common have fuzz between 8 and 32.
See analog.c and input.c for handling of fuzz - the fuzz value determines
the size of a gaussian filter window that is used to eliminate the noise
in the data.
4. More complex gameports
~~~~~~~~~~~~~~~~~~~~~~~~~
Gameports can support both raw and cooked modes. In that case combine either
examples 1+2 or 1+3. Gameports can support internal calibration - see below,
and also lightning.c and analog.c on how that works. If your driver supports
more than one gameport instance simultaneously, use the ->private member of
the gameport struct to point to your data.
5. Unregistering a gameport
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Simple:
gameport_unregister_port(&gameport);
6. The gameport structure
~~~~~~~~~~~~~~~~~~~~~~~~~
struct gameport {
void *private;
A private pointer for free use in the gameport driver. (Not the joystick
driver!)
int number;
Number assigned to the gameport when registered. Informational purpose only.
int io;
I/O address for use with raw mode. You have to either set this, or ->read()
to some value if your gameport supports raw mode.
int speed;
Raw mode speed of the gameport reads in thousands of reads per second.
int fuzz;
If the gameport supports cooked mode, this should be set to a value that
represents the amount of noise in the data. See section 3.
void (*trigger)(struct gameport *);
Trigger. This function should trigger the ns558 oneshots. If set to NULL,
outb(0xff, io) will be used.
unsigned char (*read)(struct gameport *);
Read the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be
used instead.
int (*cooked_read)(struct gameport *, int *axes, int *buttons);
If the gameport supports cooked mode, it should point this to its cooked
read function. It should fill axes[0..3] with four values of the joystick axes
and buttons[0] with four bits representing the buttons.
int (*calibrate)(struct gameport *, int *axes, int *max);
Function for calibrating the ADC hardware. When called, axes[0..3] should be
pre-filled by cooked data by the caller, max[0..3] should be pre-filled with
expected maximums for each axis. The calibrate() function should set the
sensitivity of the ADC hardware so that the maximums fit in its range and
recompute the axes[] values to match the new sensitivity or re-read them from
the hardware so that they give valid values.
int (*open)(struct gameport *, int mode);
Open() serves two purposes. First a driver either opens the port in raw or
in cooked mode, the open() callback can decide which modes are supported.
Second, resource allocation can happen here. The port can also be enabled
here. Prior to this call, other fields of the gameport struct (namely the io
member) need not to be valid.
void (*close)(struct gameport *);
Close() should free the resources allocated by open, possibly disabling the
gameport.
struct gameport_dev *dev;
struct gameport *next;
For internal use by the gameport layer.
};
Enjoy!

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** Introduction
This document describes what I managed to discover about the protocol used to
specify force effects to I-Force 2.0 devices. None of this information comes
from Immerse. That's why you should not trust what is written in this
document. This document is intended to help understanding the protocol.
This is not a reference. Comments and corrections are welcome. To contact me,
send an email to: deneux@ifrance.com
** WARNING **
I may not be held responsible for any dammage or harm caused if you try to
send data to your I-Force device based on what you read in this document.
** Preliminary Notes:
All values are hexadecimal with big-endian encoding (msb on the left). Beware,
values inside packets are encoded using little-endian. Bytes whose roles are
unknown are marked ??? Information that needs deeper inspection is marked (?)
** General form of a packet **
This is how packets look when the device uses the rs232 to communicate.
2B OP LEN DATA CS
CS is the checksum. It is equal to the exclusive or of all bytes.
When using USB:
OP DATA
The 2B, LEN and CS fields have disappeared, probably because USB handles frames and
data corruption is handled or unsignificant.
First, I describe effects that are sent by the device to the computer
** Device input state
This packet is used to indicate the state of each button and the value of each
axis
OP= 01 for a joystick, 03 for a wheel
LEN= Varies from device to device
00 X-Axis lsb
01 X-Axis msb
02 Y-Axis lsb, or gas pedal for a wheel
03 Y-Axis msb, or brake pedal for a wheel
04 Throttle
05 Buttons
06 Lower 4 bits: Buttons
Upper 4 bits: Hat
07 Rudder
** Device effects states
OP= 02
LEN= Varies
00 ? Bit 1 (Value 2) is the value of the deadman switch
01 Bit 8 is set if the effect is playing. Bits 0 to 7 are the effect id.
02 ??
03 Address of parameter block changed (lsb)
04 Address of parameter block changed (msb)
05 Address of second parameter block changed (lsb)
... depending on the number of parameter blocks updated
** Force effect **
OP= 01
LEN= 0e
00 Channel (when playing several effects at the same time, each must be assigned a channel)
01 Wave form
Val 00 Constant
Val 20 Square
Val 21 Triangle
Val 22 Sine
Val 23 Sawtooth up
Val 24 Sawtooth down
Val 40 Spring (Force = f(pos))
Val 41 Friction (Force = f(velocity)) and Inertia (Force = f(acceleration))
02 Axes affected and trigger
Bits 4-7: Val 2 = effect along one axis. Byte 05 indicates direction
Val 4 = X axis only. Byte 05 must contain 5a
Val 8 = Y axis only. Byte 05 must contain b4
Val c = X and Y axes. Bytes 05 must contain 60
Bits 0-3: Val 0 = No trigger
Val x+1 = Button x triggers the effect
When the whole byte is 0, cancel the previously set trigger
03-04 Duration of effect (little endian encoding, in ms)
05 Direction of effect, if applicable. Else, see 02 for value to assign.
06-07 Minimum time between triggering.
08-09 Address of periodicity or magnitude parameters
0a-0b Address of attack and fade parameters, or ffff if none.
*or*
08-09 Address of interactive parameters for X-axis, or ffff if not applicable
0a-0b Address of interactive parameters for Y-axis, or ffff if not applicable
0c-0d Delay before execution of effect (little endian encoding, in ms)
** Time based parameters **
*** Attack and fade ***
OP= 02
LEN= 08
00-01 Address where to store the parameteres
02-03 Duration of attack (little endian encoding, in ms)
04 Level at end of attack. Signed byte.
05-06 Duration of fade.
07 Level at end of fade.
*** Magnitude ***
OP= 03
LEN= 03
00-01 Address
02 Level. Signed byte.
*** Periodicity ***
OP= 04
LEN= 07
00-01 Address
02 Magnitude. Signed byte.
03 Offset. Signed byte.
04 Phase. Val 00 = 0 deg, Val 40 = 90 degs.
05-06 Period (little endian encoding, in ms)
** Interactive parameters **
OP= 05
LEN= 0a
00-01 Address
02 Positive Coeff
03 Negative Coeff
04+05 Offset (center)
06+07 Dead band (Val 01F4 = 5000 (decimal))
08 Positive saturation (Val 0a = 1000 (decimal) Val 64 = 10000 (decimal))
09 Negative saturation
The encoding is a bit funny here: For coeffs, these are signed values. The
maximum value is 64 (100 decimal), the min is 9c.
For the offset, the minimum value is FE0C, the maximum value is 01F4.
For the deadband, the minimum value is 0, the max is 03E8.
** Controls **
OP= 41
LEN= 03
00 Channel
01 Start/Stop
Val 00: Stop
Val 01: Start and play once.
Val 41: Start and play n times (See byte 02 below)
02 Number of iterations n.
** Init **
*** Querying features ***
OP= ff
Query command. Length varies according to the query type.
The general format of this packet is:
ff 01 QUERY [INDEX] CHECKSUM
reponses are of the same form:
FF LEN QUERY VALUE_QUERIED CHECKSUM2
where LEN = 1 + length(VALUE_QUERIED)
**** Query ram size ****
QUERY = 42 ('B'uffer size)
The device should reply with the same packet plus two additionnal bytes
containing the size of the memory:
ff 03 42 03 e8 CS would mean that the device has 1000 bytes of ram available.
**** Query number of effects ****
QUERY = 4e ('N'umber of effects)
The device should respond by sending the number of effects that can be played
at the same time (one byte)
ff 02 4e 14 CS would stand for 20 effects.
**** Vendor's id ****
QUERY = 4d ('M'anufacturer)
Query the vendors'id (2 bytes)
**** Product id *****
QUERY = 50 ('P'roduct)
Query the product id (2 bytes)
**** Open device ****
QUERY = 4f ('O'pen)
No data returned.
**** Close device *****
QUERY = 43 ('C')lose
No data returned.
**** Query effect ****
QUERY = 45 ('E')
Send effect type.
Returns nonzero if supported (2 bytes)
**** Firmware Version ****
QUERY = 56 ('V'ersion)
Sends back 3 bytes - major, minor, subminor
*** Initialisation of the device ***
**** Set Control ****
!!! Device dependent, can be different on different models !!!
OP= 40 <idx> <val> [<val>]
LEN= 2 or 3
00 Idx
Idx 00 Set dead zone (0..2048)
Idx 01 Ignore Deadman sensor (0..1)
Idx 02 Enable comm watchdog (0..1)
Idx 03 Set the strength of the spring (0..100)
Idx 04 Enable or disable the spring (0/1)
Idx 05 Set axis saturation threshold (0..2048)
**** Set Effect State ****
OP= 42 <val>
LEN= 1
00 State
Bit 3 Pause force feedback
Bit 2 Enable force feedback
Bit 0 Stop all effects
**** Set overall gain ****
OP= 43 <val>
LEN= 1
00 Gain
Val 00 = 0%
Val 40 = 50%
Val 80 = 100%
** Parameter memory **
Each device has a certain amount of memory to store parameters of effects.
The amount of RAM may vary, I encountered values from 200 to 1000 bytes. Below
is the amount of memory apparently needed for every set of parameters:
- period : 0c
- magnitude : 02
- attack and fade : 0e
- interactive : 08
** Appendix: How to study the protocol ? **
1. Generate effects using the force editor provided with the DirectX SDK, or use Immersion Studio (freely available at their web site in the developer section: www.immersion.com)
2. Start a soft spying RS232 or USB (depending on where you connected your joystick/wheel). I used ComPortSpy from fCoder (alpha version!)
3. Play the effect, and watch what happens on the spy screen.
A few words about ComPortSpy:
At first glance, this soft seems, hum, well... buggy. In fact, data appear with a few seconds latency. Personnaly, I restart it every time I play an effect.
Remember it's free (as in free beer) and alpha!
** URLS **
Check www.immerse.com for Immersion Studio, and www.fcoder.com for ComPortSpy.
** Author of this document **
Johann Deneux <deneux@ifrance.com>
Home page at http://www.esil.univ-mrs.fr/~jdeneux/projects/ff/
Additions by Vojtech Pavlik.
I-Force is trademark of Immersion Corp.

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$Id: input-programming.txt,v 1.4 2001/05/04 09:47:14 vojtech Exp $
Programming input drivers
~~~~~~~~~~~~~~~~~~~~~~~~~
1. Creating an input device driver
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.0 The simplest example
~~~~~~~~~~~~~~~~~~~~~~~~
Here comes a very simple example of an input device driver. The device has
just one button and the button is accessible at i/o port BUTTON_PORT. When
pressed or released a BUTTON_IRQ happens. The driver could look like:
#include <linux/input.h>
#include <linux/module.h>
#include <linux/init.h>
#include <asm/irq.h>
#include <asm/io.h>
static void button_interrupt(int irq, void *dummy, struct pt_regs *fp)
{
input_report_key(&button_dev, BTN_1, inb(BUTTON_PORT) & 1);
input_sync(&button_dev);
}
static int __init button_init(void)
{
if (request_irq(BUTTON_IRQ, button_interrupt, 0, "button", NULL)) {
printk(KERN_ERR "button.c: Can't allocate irq %d\n", button_irq);
return -EBUSY;
}
button_dev.evbit[0] = BIT(EV_KEY);
button_dev.keybit[LONG(BTN_0)] = BIT(BTN_0);
input_register_device(&button_dev);
}
static void __exit button_exit(void)
{
input_unregister_device(&button_dev);
free_irq(BUTTON_IRQ, button_interrupt);
}
module_init(button_init);
module_exit(button_exit);
1.1 What the example does
~~~~~~~~~~~~~~~~~~~~~~~~~
First it has to include the <linux/input.h> file, which interfaces to the
input subsystem. This provides all the definitions needed.
In the _init function, which is called either upon module load or when
booting the kernel, it grabs the required resources (it should also check
for the presence of the device).
Then it sets the input bitfields. This way the device driver tells the other
parts of the input systems what it is - what events can be generated or
accepted by this input device. Our example device can only generate EV_KEY type
events, and from those only BTN_0 event code. Thus we only set these two
bits. We could have used
set_bit(EV_KEY, button_dev.evbit);
set_bit(BTN_0, button_dev.keybit);
as well, but with more than single bits the first approach tends to be
shorter.
Then the example driver registers the input device structure by calling
input_register_device(&button_dev);
This adds the button_dev structure to linked lists of the input driver and
calls device handler modules _connect functions to tell them a new input
device has appeared. Because the _connect functions may call kmalloc(,
GFP_KERNEL), which can sleep, input_register_device() must not be called
from an interrupt or with a spinlock held.
While in use, the only used function of the driver is
button_interrupt()
which upon every interrupt from the button checks its state and reports it
via the
input_report_key()
call to the input system. There is no need to check whether the interrupt
routine isn't reporting two same value events (press, press for example) to
the input system, because the input_report_* functions check that
themselves.
Then there is the
input_sync()
call to tell those who receive the events that we've sent a complete report.
This doesn't seem important in the one button case, but is quite important
for for example mouse movement, where you don't want the X and Y values
to be interpreted separately, because that'd result in a different movement.
1.2 dev->open() and dev->close()
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In case the driver has to repeatedly poll the device, because it doesn't
have an interrupt coming from it and the polling is too expensive to be done
all the time, or if the device uses a valuable resource (eg. interrupt), it
can use the open and close callback to know when it can stop polling or
release the interrupt and when it must resume polling or grab the interrupt
again. To do that, we would add this to our example driver:
int button_used = 0;
static int button_open(struct input_dev *dev)
{
if (button_used++)
return 0;
if (request_irq(BUTTON_IRQ, button_interrupt, 0, "button", NULL)) {
printk(KERN_ERR "button.c: Can't allocate irq %d\n", button_irq);
button_used--;
return -EBUSY;
}
return 0;
}
static void button_close(struct input_dev *dev)
{
if (!--button_used)
free_irq(IRQ_AMIGA_VERTB, button_interrupt);
}
static int __init button_init(void)
{
...
button_dev.open = button_open;
button_dev.close = button_close;
...
}
Note the button_used variable - we have to track how many times the open
function was called to know when exactly our device stops being used.
The open() callback should return a 0 in case of success or any nonzero value
in case of failure. The close() callback (which is void) must always succeed.
1.3 Basic event types
~~~~~~~~~~~~~~~~~~~~~
The most simple event type is EV_KEY, which is used for keys and buttons.
It's reported to the input system via:
input_report_key(struct input_dev *dev, int code, int value)
See linux/input.h for the allowable values of code (from 0 to KEY_MAX).
Value is interpreted as a truth value, ie any nonzero value means key
pressed, zero value means key released. The input code generates events only
in case the value is different from before.
In addition to EV_KEY, there are two more basic event types: EV_REL and
EV_ABS. They are used for relative and absolute values supplied by the
device. A relative value may be for example a mouse movement in the X axis.
The mouse reports it as a relative difference from the last position,
because it doesn't have any absolute coordinate system to work in. Absolute
events are namely for joysticks and digitizers - devices that do work in an
absolute coordinate systems.
Having the device report EV_REL buttons is as simple as with EV_KEY, simply
set the corresponding bits and call the
input_report_rel(struct input_dev *dev, int code, int value)
function. Events are generated only for nonzero value.
However EV_ABS requires a little special care. Before calling
input_register_device, you have to fill additional fields in the input_dev
struct for each absolute axis your device has. If our button device had also
the ABS_X axis:
button_dev.absmin[ABS_X] = 0;
button_dev.absmax[ABS_X] = 255;
button_dev.absfuzz[ABS_X] = 4;
button_dev.absflat[ABS_X] = 8;
This setting would be appropriate for a joystick X axis, with the minimum of
0, maximum of 255 (which the joystick *must* be able to reach, no problem if
it sometimes reports more, but it must be able to always reach the min and
max values), with noise in the data up to +- 4, and with a center flat
position of size 8.
If you don't need absfuzz and absflat, you can set them to zero, which mean
that the thing is precise and always returns to exactly the center position
(if it has any).
1.4 The void *private field
~~~~~~~~~~~~~~~~~~~~~~~~~~~
This field in the input structure can be used to point to any private data
structures in the input device driver, in case the driver handles more than
one device. You'll need it in the open and close callbacks.
1.5 NBITS(), LONG(), BIT()
~~~~~~~~~~~~~~~~~~~~~~~~~~
These three macros from input.h help some bitfield computations:
NBITS(x) - returns the length of a bitfield array in longs for x bits
LONG(x) - returns the index in the array in longs for bit x
BIT(x) - returns the index in a long for bit x
1.6 The number, id* and name fields
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The dev->number is assigned by the input system to the input device when it
is registered. It has no use except for identifying the device to the user
in system messages.
The dev->name should be set before registering the input device by the input
device driver. It's a string like 'Generic button device' containing a
user friendly name of the device.
The id* fields contain the bus ID (PCI, USB, ...), vendor ID and device ID
of the device. The bus IDs are defined in input.h. The vendor and device ids
are defined in pci_ids.h, usb_ids.h and similar include files. These fields
should be set by the input device driver before registering it.
The idtype field can be used for specific information for the input device
driver.
The id and name fields can be passed to userland via the evdev interface.
1.7 The keycode, keycodemax, keycodesize fields
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These two fields will be used for any input devices that report their data
as scancodes. If not all scancodes can be known by autodetection, they may
need to be set by userland utilities. The keycode array then is an array
used to map from scancodes to input system keycodes. The keycode max will
contain the size of the array and keycodesize the size of each entry in it
(in bytes).
1.8 Key autorepeat
~~~~~~~~~~~~~~~~~~
... is simple. It is handled by the input.c module. Hardware autorepeat is
not used, because it's not present in many devices and even where it is
present, it is broken sometimes (at keyboards: Toshiba notebooks). To enable
autorepeat for your device, just set EV_REP in dev->evbit. All will be
handled by the input system.
1.9 Other event types, handling output events
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The other event types up to now are:
EV_LED - used for the keyboard LEDs.
EV_SND - used for keyboard beeps.
They are very similar to for example key events, but they go in the other
direction - from the system to the input device driver. If your input device
driver can handle these events, it has to set the respective bits in evbit,
*and* also the callback routine:
button_dev.event = button_event;
int button_event(struct input_dev *dev, unsigned int type, unsigned int code, int value);
{
if (type == EV_SND && code == SND_BELL) {
outb(value, BUTTON_BELL);
return 0;
}
return -1;
}
This callback routine can be called from an interrupt or a BH (although that
isn't a rule), and thus must not sleep, and must not take too long to finish.

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Linux Input drivers v1.0
(c) 1999-2001 Vojtech Pavlik <vojtech@ucw.cz>
Sponsored by SuSE
$Id: input.txt,v 1.8 2002/05/29 03:15:01 bradleym Exp $
----------------------------------------------------------------------------
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. Introduction
~~~~~~~~~~~~~~~
This is a collection of drivers that is designed to support all input
devices under Linux. While it is currently used only on for USB input
devices, future use (say 2.5/2.6) is expected to expand to replace
most of the existing input system, which is why it lives in
drivers/input/ instead of drivers/usb/.
The centre of the input drivers is the input module, which must be
loaded before any other of the input modules - it serves as a way of
communication between two groups of modules:
1.1 Device drivers
~~~~~~~~~~~~~~~~~~
These modules talk to the hardware (for example via USB), and provide
events (keystrokes, mouse movements) to the input module.
1.2 Event handlers
~~~~~~~~~~~~~~~~~~
These modules get events from input and pass them where needed via
various interfaces - keystrokes to the kernel, mouse movements via a
simulated PS/2 interface to GPM and X and so on.
2. Simple Usage
~~~~~~~~~~~~~~~
For the most usual configuration, with one USB mouse and one USB keyboard,
you'll have to load the following modules (or have them built in to the
kernel):
input
mousedev
keybdev
usbcore
uhci_hcd or ohci_hcd or ehci_hcd
usbhid
After this, the USB keyboard will work straight away, and the USB mouse
will be available as a character device on major 13, minor 63:
crw-r--r-- 1 root root 13, 63 Mar 28 22:45 mice
This device has to be created, unless you use devfs, in which case it's
created automatically. The commands to do create it by hand are:
cd /dev
mkdir input
mknod input/mice c 13 63
After that you have to point GPM (the textmode mouse cut&paste tool) and
XFree to this device to use it - GPM should be called like:
gpm -t ps2 -m /dev/input/mice
And in X:
Section "Pointer"
Protocol "ImPS/2"
Device "/dev/input/mice"
ZAxisMapping 4 5
EndSection
When you do all of the above, you can use your USB mouse and keyboard.
3. Detailed Description
~~~~~~~~~~~~~~~~~~~~~~~
3.1 Device drivers
~~~~~~~~~~~~~~~~~~
Device drivers are the modules that generate events. The events are
however not useful without being handled, so you also will need to use some
of the modules from section 3.2.
3.1.1 usbhid
~~~~~~~~~~~~
usbhid is the largest and most complex driver of the whole suite. It
handles all HID devices, and because there is a very wide variety of them,
and because the USB HID specification isn't simple, it needs to be this big.
Currently, it handles USB mice, joysticks, gamepads, steering wheels
keyboards, trackballs and digitizers.
However, USB uses HID also for monitor controls, speaker controls, UPSs,
LCDs and many other purposes.
The monitor and speaker controls should be easy to add to the hid/input
interface, but for the UPSs and LCDs it doesn't make much sense. For this,
the hiddev interface was designed. See Documentation/usb/hiddev.txt
for more information about it.
The usage of the usbhid module is very simple, it takes no parameters,
detects everything automatically and when a HID device is inserted, it
detects it appropriately.
However, because the devices vary wildly, you might happen to have a
device that doesn't work well. In that case #define DEBUG at the beginning
of hid-core.c and send me the syslog traces.
3.1.2 usbmouse
~~~~~~~~~~~~~~
For embedded systems, for mice with broken HID descriptors and just any
other use when the big usbhid wouldn't be a good choice, there is the
usbmouse driver. It handles USB mice only. It uses a simpler HIDBP
protocol. This also means the mice must support this simpler protocol. Not
all do. If you don't have any strong reason to use this module, use usbhid
instead.
3.1.3 usbkbd
~~~~~~~~~~~~
Much like usbmouse, this module talks to keyboards with a simplified
HIDBP protocol. It's smaller, but doesn't support any extra special keys.
Use usbhid instead if there isn't any special reason to use this.
3.1.4 wacom
~~~~~~~~~~~
This is a driver for Wacom Graphire and Intuos tablets. Not for Wacom
PenPartner, that one is handled by the HID driver. Although the Intuos and
Graphire tablets claim that they are HID tablets as well, they are not and
thus need this specific driver.
3.1.5 iforce
~~~~~~~~~~~~
A driver for I-Force joysticks and wheels, both over USB and RS232.
It includes ForceFeedback support now, even though Immersion
Corp. considers the protocol a trade secret and won't disclose a word
about it.
3.2 Event handlers
~~~~~~~~~~~~~~~~~~
Event handlers distrubite the events from the devices to userland and
kernel, as needed.
3.2.1 keybdev
~~~~~~~~~~~~~
keybdev is currently a rather ugly hack that translates the input
events into architecture-specific keyboard raw mode (Xlated AT Set2 on
x86), and passes them into the handle_scancode function of the
keyboard.c module. This works well enough on all architectures that
keybdev can generate rawmode on, other architectures can be added to
it.
The right way would be to pass the events to keyboard.c directly,
best if keyboard.c would itself be an event handler. This is done in
the input patch, available on the webpage mentioned below.
3.2.2 mousedev
~~~~~~~~~~~~~~
mousedev is also a hack to make programs that use mouse input
work. It takes events from either mice or digitizers/tablets and makes
a PS/2-style (a la /dev/psaux) mouse device available to the
userland. Ideally, the programs could use a more reasonable interface,
for example evdev
Mousedev devices in /dev/input (as shown above) are:
crw-r--r-- 1 root root 13, 32 Mar 28 22:45 mouse0
crw-r--r-- 1 root root 13, 33 Mar 29 00:41 mouse1
crw-r--r-- 1 root root 13, 34 Mar 29 00:41 mouse2
crw-r--r-- 1 root root 13, 35 Apr 1 10:50 mouse3
...
...
crw-r--r-- 1 root root 13, 62 Apr 1 10:50 mouse30
crw-r--r-- 1 root root 13, 63 Apr 1 10:50 mice
Each 'mouse' device is assigned to a single mouse or digitizer, except
the last one - 'mice'. This single character device is shared by all
mice and digitizers, and even if none are connected, the device is
present. This is useful for hotplugging USB mice, so that programs
can open the device even when no mice are present.
CONFIG_INPUT_MOUSEDEV_SCREEN_[XY] in the kernel configuration are
the size of your screen (in pixels) in XFree86. This is needed if you
want to use your digitizer in X, because its movement is sent to X
via a virtual PS/2 mouse and thus needs to be scaled
accordingly. These values won't be used if you use a mouse only.
Mousedev will generate either PS/2, ImPS/2 (Microsoft IntelliMouse) or
ExplorerPS/2 (IntelliMouse Explorer) protocols, depending on what the
program reading the data wishes. You can set GPM and X to any of
these. You'll need ImPS/2 if you want to make use of a wheel on a USB
mouse and ExplorerPS/2 if you want to use extra (up to 5) buttons.
3.2.3 joydev
~~~~~~~~~~~~
Joydev implements v0.x and v1.x Linux joystick api, much like
drivers/char/joystick/joystick.c used to in earlier versions. See
joystick-api.txt in the Documentation subdirectory for details. As
soon as any joystick is connected, it can be accessed in /dev/input
on:
crw-r--r-- 1 root root 13, 0 Apr 1 10:50 js0
crw-r--r-- 1 root root 13, 1 Apr 1 10:50 js1
crw-r--r-- 1 root root 13, 2 Apr 1 10:50 js2
crw-r--r-- 1 root root 13, 3 Apr 1 10:50 js3
...
And so on up to js31.
3.2.4 evdev
~~~~~~~~~~~
evdev is the generic input event interface. It passes the events
generated in the kernel straight to the program, with timestamps. The
API is still evolving, but should be useable now. It's described in
section 5.
This should be the way for GPM and X to get keyboard and mouse mouse
events. It allows for multihead in X without any specific multihead
kernel support. The event codes are the same on all architectures and
are hardware independent.
The devices are in /dev/input:
crw-r--r-- 1 root root 13, 64 Apr 1 10:49 event0
crw-r--r-- 1 root root 13, 65 Apr 1 10:50 event1
crw-r--r-- 1 root root 13, 66 Apr 1 10:50 event2
crw-r--r-- 1 root root 13, 67 Apr 1 10:50 event3
...
And so on up to event31.
4. Verifying if it works
~~~~~~~~~~~~~~~~~~~~~~~~
Typing a couple keys on the keyboard should be enough to check that
a USB keyboard works and is correctly connected to the kernel keyboard
driver.
Doing a cat /dev/input/mouse0 (c, 13, 32) will verify that a mouse
is also emulated, characters should appear if you move it.
You can test the joystick emulation with the 'jstest' utility,
available in the joystick package (see Documentation/input/joystick.txt).
You can test the event devices with the 'evtest' utility available
in the LinuxConsole project CVS archive (see the URL below).
5. Event interface
~~~~~~~~~~~~~~~~~~
Should you want to add event device support into any application (X, gpm,
svgalib ...) I <vojtech@ucw.cz> will be happy to provide you any help I
can. Here goes a description of the current state of things, which is going
to be extended, but not changed incompatibly as time goes:
You can use blocking and nonblocking reads, also select() on the
/dev/input/eventX devices, and you'll always get a whole number of input
events on a read. Their layout is:
struct input_event {
struct timeval time;
unsigned short type;
unsigned short code;
unsigned int value;
};
'time' is the timestamp, it returns the time at which the event happened.
Type is for example EV_REL for relative momement, REL_KEY for a keypress or
release. More types are defined in include/linux/input.h.
'code' is event code, for example REL_X or KEY_BACKSPACE, again a complete
list is in include/linux/input.h.
'value' is the value the event carries. Either a relative change for
EV_REL, absolute new value for EV_ABS (joysticks ...), or 0 for EV_KEY for
release, 1 for keypress and 2 for autorepeat.
6. Contacts
~~~~~~~~~~~
This effort has its home page at:
http://www.suse.cz/development/input/
You'll find both the latest HID driver and the complete Input driver
there as well as information how to access the CVS repository for
latest revisions of the drivers.
There is also a mailing list for this:
majordomo@atrey.karlin.mff.cuni.cz
Send "subscribe linux-input" to subscribe to it.
The input changes are also being worked on as part of the LinuxConsole
project, see:
http://sourceforge.net/projects/linuxconsole/

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#FIG 3.2
Landscape
Center
Inches
Letter
100.00
Single
-2
1200 2
2 1 0 2 0 7 50 0 -1 6.000 0 0 -1 0 0 6
1200 3600 1800 3600 2400 4800 3000 4800 4200 5700 4800 5700
2 2 0 1 0 7 50 0 -1 4.000 0 0 -1 0 0 5
1200 3150 4800 3150 4800 6300 1200 6300 1200 3150
2 1 0 1 0 7 50 0 -1 4.000 0 0 -1 0 0 2
1200 4800 4800 4800
2 1 1 1 0 7 50 0 -1 4.000 0 0 -1 0 0 4
2400 4800 2400 6525 1950 7125 1950 7800
2 1 1 1 0 7 50 0 -1 4.000 0 0 -1 0 0 4
3000 4800 3000 6525 3600 7125 3600 7800
2 1 0 1 0 7 50 0 -1 4.000 0 0 -1 0 1 3
0 0 1.00 60.00 120.00
3825 5400 4125 5100 5400 5100
2 1 0 1 0 7 50 0 -1 4.000 0 0 -1 0 1 3
0 0 1.00 60.00 120.00
2100 4200 2400 3900 5400 3900
2 1 1 1 0 7 50 0 -1 4.000 0 0 -1 0 0 2
4800 5700 5400 5700
2 1 1 1 0 7 50 0 -1 4.000 0 0 -1 0 0 2
1800 3600 5400 3600
2 1 0 1 0 7 50 0 -1 4.000 0 0 -1 0 1 3
0 0 1.00 60.00 120.00
2700 4800 2700 4425 5400 4425
2 1 0 1 0 7 50 0 -1 4.000 0 0 -1 1 1 2
0 0 1.00 60.00 120.00
0 0 1.00 60.00 120.00
1950 7800 3600 7800
4 1 0 50 0 0 12 0.0000 4 135 810 2775 7725 Dead band\001
4 0 0 50 0 0 12 0.0000 4 180 1155 5400 5700 right saturation\001
4 0 0 50 0 0 12 0.0000 4 135 1065 5400 3600 left saturation\001
4 0 0 50 0 0 12 0.0000 4 180 2505 5400 3900 left coeff ( positive in that case )\001
4 0 0 50 0 0 12 0.0000 4 180 2640 5475 5100 right coeff ( negative in that case )\001
4 0 0 50 0 0 12 0.0000 4 105 480 5400 4425 center\001

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Joystick API Documentation -*-Text-*-
Ragnar Hojland Espinosa
<ragnar@macula.net>
7 Aug 1998
$Id: joystick-api.txt,v 1.2 2001/05/08 21:21:23 vojtech Exp $
1. Initialization
~~~~~~~~~~~~~~~~~
Open the joystick device following the usual semantics (that is, with open).
Since the driver now reports events instead of polling for changes,
immediately after the open it will issue a series of synthetic events
(JS_EVENT_INIT) that you can read to check the initial state of the
joystick.
By default, the device is opened in blocking mode.
int fd = open ("/dev/js0", O_RDONLY);
2. Event Reading
~~~~~~~~~~~~~~~~
struct js_event e;
read (fd, &e, sizeof(struct js_event));
where js_event is defined as
struct js_event {
__u32 time; /* event timestamp in milliseconds */
__s16 value; /* value */
__u8 type; /* event type */
__u8 number; /* axis/button number */
};
If the read is successful, it will return sizeof(struct js_event), unless
you wanted to read more than one event per read as described in section 3.1.
2.1 js_event.type
~~~~~~~~~~~~~~~~~
The possible values of ``type'' are
#define JS_EVENT_BUTTON 0x01 /* button pressed/released */
#define JS_EVENT_AXIS 0x02 /* joystick moved */
#define JS_EVENT_INIT 0x80 /* initial state of device */
As mentioned above, the driver will issue synthetic JS_EVENT_INIT ORed
events on open. That is, if it's issuing a INIT BUTTON event, the
current type value will be
int type = JS_EVENT_BUTTON | JS_EVENT_INIT; /* 0x81 */
If you choose not to differentiate between synthetic or real events
you can turn off the JS_EVENT_INIT bits
type &= ~JS_EVENT_INIT; /* 0x01 */
2.2 js_event.number
~~~~~~~~~~~~~~~~~~~
The values of ``number'' correspond to the axis or button that
generated the event. Note that they carry separate numeration (that
is, you have both an axis 0 and a button 0). Generally,
number
1st Axis X 0
1st Axis Y 1
2nd Axis X 2
2nd Axis Y 3
...and so on
Hats vary from one joystick type to another. Some can be moved in 8
directions, some only in 4, The driver, however, always reports a hat as two
independent axis, even if the hardware doesn't allow independent movement.
2.3 js_event.value
~~~~~~~~~~~~~~~~~~
For an axis, ``value'' is a signed integer between -32767 and +32767
representing the position of the joystick along that axis. If you
don't read a 0 when the joystick is `dead', or if it doesn't span the
full range, you should recalibrate it (with, for example, jscal).
For a button, ``value'' for a press button event is 1 and for a release
button event is 0.
Though this
if (js_event.type == JS_EVENT_BUTTON) {
buttons_state ^= (1 << js_event.number);
}
may work well if you handle JS_EVENT_INIT events separately,
if ((js_event.type & ~JS_EVENT_INIT) == JS_EVENT_BUTTON) {
if (js_event.value)
buttons_state |= (1 << js_event.number);
else
buttons_state &= ~(1 << js_event.number);
}
is much safer since it can't lose sync with the driver. As you would
have to write a separate handler for JS_EVENT_INIT events in the first
snippet, this ends up being shorter.
2.4 js_event.time
~~~~~~~~~~~~~~~~~
The time an event was generated is stored in ``js_event.time''. It's a time
in milliseconds since ... well, since sometime in the past. This eases the
task of detecting double clicks, figuring out if movement of axis and button
presses happened at the same time, and similar.
3. Reading
~~~~~~~~~~
If you open the device in blocking mode, a read will block (that is,
wait) forever until an event is generated and effectively read. There
are two alternatives if you can't afford to wait forever (which is,
admittedly, a long time;)
a) use select to wait until there's data to be read on fd, or
until it timeouts. There's a good example on the select(2)
man page.
b) open the device in non-blocking mode (O_NONBLOCK)
3.1 O_NONBLOCK
~~~~~~~~~~~~~~
If read returns -1 when reading in O_NONBLOCK mode, this isn't
necessarily a "real" error (check errno(3)); it can just mean there
are no events pending to be read on the driver queue. You should read
all events on the queue (that is, until you get a -1).
For example,
while (1) {
while (read (fd, &e, sizeof(struct js_event)) > 0) {
process_event (e);
}
/* EAGAIN is returned when the queue is empty */
if (errno != EAGAIN) {
/* error */
}
/* do something interesting with processed events */
}
One reason for emptying the queue is that if it gets full you'll start
missing events since the queue is finite, and older events will get
overwritten.
The other reason is that you want to know all what happened, and not
delay the processing till later.
Why can get the queue full? Because you don't empty the queue as
mentioned, or because too much time elapses from one read to another
and too many events to store in the queue get generated. Note that
high system load may contribute to space those reads even more.
If time between reads is enough to fill the queue and lose an event,
the driver will switch to startup mode and next time you read it,
synthetic events (JS_EVENT_INIT) will be generated to inform you of
the actual state of the joystick.
[As for version 1.2.8, the queue is circular and able to hold 64
events. You can increment this size bumping up JS_BUFF_SIZE in
joystick.h and recompiling the driver.]
In the above code, you might as well want to read more than one event
at a time using the typical read(2) functionality. For that, you would
replace the read above with something like
struct js_event mybuffer[0xff];
int i = read (fd, mybuffer, sizeof(struct mybuffer));
In this case, read would return -1 if the queue was empty, or some
other value in which the number of events read would be i /
sizeof(js_event) Again, if the buffer was full, it's a good idea to
process the events and keep reading it until you empty the driver queue.
4. IOCTLs
~~~~~~~~~
The joystick driver defines the following ioctl(2) operations.
/* function 3rd arg */
#define JSIOCGAXES /* get number of axes char */
#define JSIOCGBUTTONS /* get number of buttons char */
#define JSIOCGVERSION /* get driver version int */
#define JSIOCGNAME(len) /* get identifier string char */
#define JSIOCSCORR /* set correction values &js_corr */
#define JSIOCGCORR /* get correction values &js_corr */
For example, to read the number of axes
char number_of_axes;
ioctl (fd, JSIOCGAXES, &number_of_axes);
4.1 JSIOGCVERSION
~~~~~~~~~~~~~~~~~
JSIOGCVERSION is a good way to check in run-time whether the running
driver is 1.0+ and supports the event interface. If it is not, the
IOCTL will fail. For a compile-time decision, you can test the
JS_VERSION symbol
#ifdef JS_VERSION
#if JS_VERSION > 0xsomething
4.2 JSIOCGNAME
~~~~~~~~~~~~~~
JSIOCGNAME(len) allows you to get the name string of the joystick - the same
as is being printed at boot time. The 'len' argument is the length of the
buffer provided by the application asking for the name. It is used to avoid
possible overrun should the name be too long.
char name[128];
if (ioctl(fd, JSIOCGNAME(sizeof(name)), name) < 0)
strncpy(name, "Unknown", sizeof(name));
printf("Name: %s\n", name);
4.3 JSIOC[SG]CORR
~~~~~~~~~~~~~~~~~
For usage on JSIOC[SG]CORR I suggest you to look into jscal.c They are
not needed in a normal program, only in joystick calibration software
such as jscal or kcmjoy. These IOCTLs and data types aren't considered
to be in the stable part of the API, and therefore may change without
warning in following releases of the driver.
Both JSIOCSCORR and JSIOCGCORR expect &js_corr to be able to hold
information for all axis. That is, struct js_corr corr[MAX_AXIS];
struct js_corr is defined as
struct js_corr {
__s32 coef[8];
__u16 prec;
__u16 type;
};
and ``type''
#define JS_CORR_NONE 0x00 /* returns raw values */
#define JS_CORR_BROKEN 0x01 /* broken line */
5. Backward compatibility
~~~~~~~~~~~~~~~~~~~~~~~~~
The 0.x joystick driver API is quite limited and its usage is deprecated.
The driver offers backward compatibility, though. Here's a quick summary:
struct JS_DATA_TYPE js;
while (1) {
if (read (fd, &js, JS_RETURN) != JS_RETURN) {
/* error */
}
usleep (1000);
}
As you can figure out from the example, the read returns immediately,
with the actual state of the joystick.
struct JS_DATA_TYPE {
int buttons; /* immediate button state */
int x; /* immediate x axis value */
int y; /* immediate y axis value */
};
and JS_RETURN is defined as
#define JS_RETURN sizeof(struct JS_DATA_TYPE)
To test the state of the buttons,
first_button_state = js.buttons & 1;
second_button_state = js.buttons & 2;
The axis values do not have a defined range in the original 0.x driver,
except for that the values are non-negative. The 1.2.8+ drivers use a
fixed range for reporting the values, 1 being the minimum, 128 the
center, and 255 maximum value.
The v0.8.0.2 driver also had an interface for 'digital joysticks', (now
called Multisystem joysticks in this driver), under /dev/djsX. This driver
doesn't try to be compatible with that interface.
6. Final Notes
~~~~~~~~~~~~~~
____/| Comments, additions, and specially corrections are welcome.
\ o.O| Documentation valid for at least version 1.2.8 of the joystick
=(_)= driver and as usual, the ultimate source for documentation is
U to "Use The Source Luke" or, at your convenience, Vojtech ;)
- Ragnar
EOF

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@@ -0,0 +1,542 @@
Linux Joystick parport drivers v2.0
(c) 1998-2000 Vojtech Pavlik <vojtech@ucw.cz>
(c) 1998 Andree Borrmann <a.borrmann@tu-bs.de>
Sponsored by SuSE
$Id: joystick-parport.txt,v 1.6 2001/09/25 09:31:32 vojtech Exp $
----------------------------------------------------------------------------
0. Disclaimer
~~~~~~~~~~~~~
Any information in this file is provided as-is, without any guarantee that
it will be true. So, use it at your own risk. The possible damages that can
happen include burning your parallel port, and/or the sticks and joystick
and maybe even more. Like when a lightning kills you it is not our problem.
1. Intro
~~~~~~~~
The joystick parport drivers are used for joysticks and gamepads not
originally designed for PCs and other computers Linux runs on. Because of
that, PCs usually lack the right ports to connect these devices to. Parallel
port, because of its ability to change single bits at will, and providing
both output and input bits is the most suitable port on the PC for
connecting such devices.
2. Devices supported
~~~~~~~~~~~~~~~~~~~~
Many console and 8-bit computer gamepads and joysticks are supported. The
following subsections discuss usage of each.
2.1 NES and SNES
~~~~~~~~~~~~~~~~
The Nintendo Entertainment System and Super Nintendo Entertainment System
gamepads are widely available, and easy to get. Also, they are quite easy to
connect to a PC, and don't need much processing speed (108 us for NES and
165 us for SNES, compared to about 1000 us for PC gamepads) to communicate
with them.
All NES and SNES use the same synchronous serial protocol, clocked from
the computer's side (and thus timing insensitive). To allow up to 5 NES
and/or SNES gamepads connected to the parallel port at once, the output
lines of the parallel port are shared, while one of 5 available input lines
is assigned to each gamepad.
This protocol is handled by the gamecon.c driver, so that's the one
you'll use for NES and SNES gamepads.
The main problem with PC parallel ports is that they don't have +5V power
source on any of their pins. So, if you want a reliable source of power
for your pads, use either keyboard or joystick port, and make a pass-through
cable. You can also pull the power directly from the power supply (the red
wire is +5V).
If you want to use the parallel port only, you can take the power is from
some data pin. For most gamepad and parport implementations only one pin is
needed, and I'd recommend pin 9 for that, the highest data bit. On the other
hand, if you are not planning to use anything else than NES / SNES on the
port, anything between and including pin 4 and pin 9 will work.
(pin 9) -----> Power
Unfortunately, there are pads that need a lot more of power, and parallel
ports that can't give much current through the data pins. If this is your
case, you'll need to use diodes (as a prevention of destroying your parallel
port), and combine the currents of two or more data bits together.
Diodes
(pin 9) ----|>|-------+------> Power
|
(pin 8) ----|>|-------+
|
(pin 7) ----|>|-------+
|
<and so on> :
|
(pin 4) ----|>|-------+
Ground is quite easy. On PC's parallel port the ground is on any of the
pins from pin 18 to pin 25. So use any pin of these you like for the ground.
(pin 18) -----> Ground
NES and SNES pads have two input bits, Clock and Latch, which drive the
serial transfer. These are connected to pins 2 and 3 of the parallel port,
respectively.
(pin 2) -----> Clock
(pin 3) -----> Latch
And the last thing is the NES / SNES data wire. Only that isn't shared and
each pad needs its own data pin. The parallel port pins are:
(pin 10) -----> Pad 1 data
(pin 11) -----> Pad 2 data
(pin 12) -----> Pad 3 data
(pin 13) -----> Pad 4 data
(pin 15) -----> Pad 5 data
Note that pin 14 is not used, since it is not an input pin on the parallel
port.
This is everything you need on the PC's side of the connection, now on to
the gamepads side. The NES and SNES have different connectors. Also, there
are quite a lot of NES clones, and because Nintendo used proprietary
connectors for their machines, the cloners couldn't and used standard D-Cannon
connectors. Anyway, if you've got a gamepad, and it has buttons A, B, Turbo
A, Turbo B, Select and Start, and is connected through 5 wires, then it is
either a NES or NES clone and will work with this connection. SNES gamepads
also use 5 wires, but have more buttons. They will work as well, of course.
Pinout for NES gamepads Pinout for SNES gamepads
+----> Power +-----------------------\
| 7 | o o o o | x x o | 1
5 +---------+ 7 +-----------------------/
| x x o \ | | | | |
| o o o o | | | | | +-> Ground
4 +------------+ 1 | | | +------------> Data
| | | | | | +---------------> Latch
| | | +-> Ground | +------------------> Clock
| | +----> Clock +---------------------> Power
| +-------> Latch
+----------> Data
Pinout for NES clone (db9) gamepads Pinout for NES clone (db15) gamepads
+---------> Clock +-----------------> Data
| +-------> Latch | +---> Ground
| | +-----> Data | |
| | | ___________________
_____________ 8 \ o x x x x x x o / 1
5 \ x o o o x / 1 \ o x x o x x o /
\ x o x o / 15 `~~~~~~~~~~~~~' 9
9 `~~~~~~~' 6 | | |
| | | | +----> Clock
| +----> Power | +----------> Latch
+--------> Ground +----------------> Power
2.2 Multisystem joysticks
~~~~~~~~~~~~~~~~~~~~~~~~~
In the era of 8-bit machines, there was something like de-facto standard
for joystick ports. They were all digital, and all used D-Cannon 9 pin
connectors (db9). Because of that, a single joystick could be used without
hassle on Atari (130, 800XE, 800XL, 2600, 7200), Amiga, Commodore C64,
Amstrad CPC, Sinclair ZX Spectrum and many other machines. That's why these
joysticks are called "Multisystem".
Now their pinout:
+---------> Right
| +-------> Left
| | +-----> Down
| | | +---> Up
| | | |
_____________
5 \ x o o o o / 1
\ x o x o /
9 `~~~~~~~' 6
| |
| +----> Button
+--------> Ground
However, as time passed, extensions to this standard developed, and these
were not compatible with each other:
Atari 130, 800/XL/XE MSX
+-----------> Power
+---------> Right | +---------> Right
| +-------> Left | | +-------> Left
| | +-----> Down | | | +-----> Down
| | | +---> Up | | | | +---> Up
| | | | | | | | |
_____________ _____________
5 \ x o o o o / 1 5 \ o o o o o / 1
\ x o o o / \ o o o o /
9 `~~~~~~~' 6 9 `~~~~~~~' 6
| | | | | | |
| | +----> Button | | | +----> Button 1
| +------> Power | | +------> Button 2
+--------> Ground | +--------> Output 3
+----------> Ground
Amstrad CPC Commodore C64
+-----------> Analog Y
+---------> Right | +---------> Right
| +-------> Left | | +-------> Left
| | +-----> Down | | | +-----> Down
| | | +---> Up | | | | +---> Up
| | | | | | | | |
_____________ _____________
5 \ x o o o o / 1 5 \ o o o o o / 1
\ x o o o / \ o o o o /
9 `~~~~~~~' 6 9 `~~~~~~~' 6
| | | | | | |
| | +----> Button 1 | | | +----> Button
| +------> Button 2 | | +------> Power
+--------> Ground | +--------> Ground
+----------> Analog X
Sinclair Spectrum +2A/+3 Amiga 1200
+-----------> Up +-----------> Button 3
| +---------> Fire | +---------> Right
| | | | +-------> Left
| | +-----> Ground | | | +-----> Down
| | | | | | | +---> Up
| | | | | | | |
_____________ _____________
5 \ o o x o x / 1 5 \ o o o o o / 1
\ o o o o / \ o o o o /
9 `~~~~~~~' 6 9 `~~~~~~~' 6
| | | | | | | |
| | | +----> Right | | | +----> Button 1
| | +------> Left | | +------> Power
| +--------> Ground | +--------> Ground
+----------> Down +----------> Button 2
And there were many others.
2.2.1 Multisystem joysticks using db9.c
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
For the Multisystem joysticks, and their derivatives, the db9.c driver
was written. It allows only one joystick / gamepad per parallel port, but
the interface is easy to build and works with almost anything.
For the basic 1-button Multisystem joystick you connect its wires to the
parallel port like this:
(pin 1) -----> Power
(pin 18) -----> Ground
(pin 2) -----> Up
(pin 3) -----> Down
(pin 4) -----> Left
(pin 5) -----> Right
(pin 6) -----> Button 1
However, if the joystick is switch based (eg. clicks when you move it),
you might or might not, depending on your parallel port, need 10 kOhm pullup
resistors on each of the direction and button signals, like this:
(pin 2) ------------+------> Up
Resistor |
(pin 1) --[10kOhm]--+
Try without, and if it doesn't work, add them. For TTL based joysticks /
gamepads the pullups are not needed.
For joysticks with two buttons you connect the second button to pin 7 on
the parallel port.
(pin 7) -----> Button 2
And that's it.
On a side note, if you have already built a different adapter for use with
the digital joystick driver 0.8.0.2, this is also supported by the db9.c
driver, as device type 8. (See section 3.2)
2.2.2 Multisystem joysticks using gamecon.c
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
For some people just one joystick per parallel port is not enough, and/or
want to use them on one parallel port together with NES/SNES/PSX pads. This is
possible using the gamecon.c. It supports up to 5 devices of the above types,
including 1 and 2 buttons Multisystem joysticks.
However, there is nothing for free. To allow more sticks to be used at
once, you need the sticks to be purely switch based (that is non-TTL), and
not to need power. Just a plain simple six switches inside. If your
joystick can do more (eg. turbofire) you'll need to disable it totally first
if you want to use gamecon.c.
Also, the connection is a bit more complex. You'll need a bunch of diodes,
and one pullup resistor. First, you connect the Directions and the button
the same as for db9, however with the diodes inbetween.
Diodes
(pin 2) -----|<|----> Up
(pin 3) -----|<|----> Down
(pin 4) -----|<|----> Left
(pin 5) -----|<|----> Right
(pin 6) -----|<|----> Button 1
For two button sticks you also connect the other button.
(pin 7) -----|<|----> Button 2
And finally, you connect the Ground wire of the joystick, like done in
this little schematic to Power and Data on the parallel port, as described
for the NES / SNES pads in section 2.1 of this file - that is, one data pin
for each joystick. The power source is shared.
Data ------------+-----> Ground
Resistor |
Power --[10kOhm]--+
And that's all, here we go!
2.2.3 Multisystem joysticks using turbografx.c
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The TurboGraFX interface, designed by
Steffen Schwenke <schwenke@burg-halle.de>
allows up to 7 Multisystem joysticks connected to the parallel port. In
Steffen's version, there is support for up to 5 buttons per joystick. However,
since this doesn't work reliably on all parallel ports, the turbografx.c driver
supports only one button per joystick. For more information on how to build the
interface, see
http://www2.burg-halle.de/~schwenke/parport.html
2.3 Sony Playstation
~~~~~~~~~~~~~~~~~~~~
The PSX controller is supported by the gamecon.c. Pinout of the PSX
controller (compatible with DirectPadPro):
+---------+---------+---------+
9 | o o o | o o o | o o o | 1 parallel
\________|_________|________/ port pins
| | | | | |
| | | | | +--------> Clock --- (4)
| | | | +------------> Select --- (3)
| | | +---------------> Power --- (5-9)
| | +------------------> Ground --- (18-25)
| +-------------------------> Command --- (2)
+----------------------------> Data --- (one of 10,11,12,13,15)
The driver supports these controllers:
* Standard PSX Pad
* NegCon PSX Pad
* Analog PSX Pad (red mode)
* Analog PSX Pad (green mode)
* PSX Rumble Pad
* PSX DDR Pad
2.4 Sega
~~~~~~~~
All the Sega controllers are more or less based on the standard 2-button
Multisystem joystick. However, since they don't use switches and use TTL
logic, the only driver usable with them is the db9.c driver.
2.4.1 Sega Master System
~~~~~~~~~~~~~~~~~~~~~~~~
The SMS gamepads are almost exactly the same as normal 2-button
Multisystem joysticks. Set the driver to Multi2 mode, use the corresponding
parallel port pins, and the following schematic:
+-----------> Power
| +---------> Right
| | +-------> Left
| | | +-----> Down
| | | | +---> Up
| | | | |
_____________
5 \ o o o o o / 1
\ o o x o /
9 `~~~~~~~' 6
| | |
| | +----> Button 1
| +--------> Ground
+----------> Button 2
2.4.2 Sega Genesis aka MegaDrive
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Sega Genesis (in Europe sold as Sega MegaDrive) pads are an extension
to the Sega Master System pads. They use more buttons (3+1, 5+1, 6+1). Use
the following schematic:
+-----------> Power
| +---------> Right
| | +-------> Left
| | | +-----> Down
| | | | +---> Up
| | | | |
_____________
5 \ o o o o o / 1
\ o o o o /
9 `~~~~~~~' 6
| | | |
| | | +----> Button 1
| | +------> Select
| +--------> Ground
+----------> Button 2
The Select pin goes to pin 14 on the parallel port.
(pin 14) -----> Select
The rest is the same as for Multi2 joysticks using db9.c
2.4.3 Sega Saturn
~~~~~~~~~~~~~~~~~
Sega Saturn has eight buttons, and to transfer that, without hacks like
Genesis 6 pads use, it needs one more select pin. Anyway, it is still
handled by the db9.c driver. Its pinout is very different from anything
else. Use this schematic:
+-----------> Select 1
| +---------> Power
| | +-------> Up
| | | +-----> Down
| | | | +---> Ground
| | | | |
_____________
5 \ o o o o o / 1
\ o o o o /
9 `~~~~~~~' 6
| | | |
| | | +----> Select 2
| | +------> Right
| +--------> Left
+----------> Power
Select 1 is pin 14 on the parallel port, Select 2 is pin 16 on the
parallel port.
(pin 14) -----> Select 1
(pin 16) -----> Select 2
The other pins (Up, Down, Right, Left, Power, Ground) are the same as for
Multi joysticks using db9.c
3. The drivers
~~~~~~~~~~~~~~
There are three drivers for the parallel port interfaces. Each, as
described above, allows to connect a different group of joysticks and pads.
Here are described their command lines:
3.1 gamecon.c
~~~~~~~~~~~~~
Using gamecon.c you can connect up to five devices to one parallel port. It
uses the following kernel/module command line:
gamecon.map=port,pad1,pad2,pad3,pad4,pad5
Where 'port' the number of the parport interface (eg. 0 for parport0).
And 'pad1' to 'pad5' are pad types connected to different data input pins
(10,11,12,13,15), as described in section 2.1 of this file.
The types are:
Type | Joystick/Pad
--------------------
0 | None
1 | SNES pad
2 | NES pad
4 | Multisystem 1-button joystick
5 | Multisystem 2-button joystick
6 | N64 pad
7 | Sony PSX controller
8 | Sony PSX DDR controller
The exact type of the PSX controller type is autoprobed when used so
hot swapping should work (but is not recomended).
Should you want to use more than one of parallel ports at once, you can use
gamecon.map2 and gamecon.map3 as additional command line parameters for two
more parallel ports.
There are two options specific to PSX driver portion. gamecon.psx_delay sets
the command delay when talking to the controllers. The default of 25 should
work but you can try lowering it for better performace. If your pads don't
respond try raising it untill they work. Setting the type to 8 allows the
driver to be used with Dance Dance Revolution or similar games. Arrow keys are
registered as key presses instead of X and Y axes.
3.2 db9.c
~~~~~~~~~
Apart from making an interface, there is nothing difficult on using the
db9.c driver. It uses the following kernel/module command line:
db9.dev=port,type
Where 'port' is the number of the parport interface (eg. 0 for parport0).
Caveat here: This driver only works on bidirectional parallel ports. If
your parallel port is recent enough, you should have no trouble with this.
Old parallel ports may not have this feature.
'Type' is the type of joystick or pad attached:
Type | Joystick/Pad
--------------------
0 | None
1 | Multisystem 1-button joystick
2 | Multisystem 2-button joystick
3 | Genesis pad (3+1 buttons)
5 | Genesis pad (5+1 buttons)
6 | Genesis pad (6+2 buttons)
7 | Saturn pad (8 buttons)
8 | Multisystem 1-button joystick (v0.8.0.2 pin-out)
9 | Two Multisystem 1-button joysticks (v0.8.0.2 pin-out)
10 | Amiga CD32 pad
Should you want to use more than one of these joysticks/pads at once, you
can use db9.dev2 and db9.dev3 as additional command line parameters for two
more joysticks/pads.
3.3 turbografx.c
~~~~~~~~~~~~~~~~
The turbografx.c driver uses a very simple kernel/module command line:
turbografx.map=port,js1,js2,js3,js4,js5,js6,js7
Where 'port' is the number of the parport interface (eg. 0 for parport0).
'jsX' is the number of buttons the Multisystem joysticks connected to the
interface ports 1-7 have. For a standard multisystem joystick, this is 1.
Should you want to use more than one of these interfaces at once, you can
use turbografx.map2 and turbografx.map3 as additional command line parameters
for two more interfaces.
3.4 PC parallel port pinout
~~~~~~~~~~~~~~~~~~~~~~~~~~~
.----------------------------------------.
At the PC: \ 13 12 11 10 9 8 7 6 5 4 3 2 1 /
\ 25 24 23 22 21 20 19 18 17 16 15 14 /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pin | Name | Description
~~~~~~|~~~~~~~~~|~~~~~~~~~~
1 | /STROBE | Strobe
2-9 | D0-D7 | Data Bit 0-7
10 | /ACK | Acknowledge
11 | BUSY | Busy
12 | PE | Paper End
13 | SELIN | Select In
14 | /AUTOFD | Autofeed
15 | /ERROR | Error
16 | /INIT | Initialize
17 | /SEL | Select
18-25 | GND | Signal Ground
3.5 End
~~~~~~~
That's all, folks! Have fun!

View File

@@ -0,0 +1,588 @@
Linux Joystick driver v2.0.0
(c) 1996-2000 Vojtech Pavlik <vojtech@ucw.cz>
Sponsored by SuSE
$Id: joystick.txt,v 1.12 2002/03/03 12:13:07 jdeneux Exp $
----------------------------------------------------------------------------
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://www.suse.cz/development/input/
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, in you don't use devfs,
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/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/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/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 Millenium 3D Inceptor
* 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
it's 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/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.

View File

@@ -0,0 +1,65 @@
#FIG 3.2
Landscape
Center
Inches
Letter
100.00
Single
-2
1200 2
2 1 0 2 0 7 50 0 -1 0.000 0 0 -1 0 0 6
4200 3600 4200 3075 4950 2325 7425 2325 8250 3150 8250 3600
2 1 1 1 0 7 50 0 -1 4.000 0 0 -1 0 0 2
4200 3675 4200 5400
2 1 1 1 0 7 50 0 -1 4.000 0 0 -1 0 0 2
8250 3675 8250 5400
2 1 0 1 0 7 50 0 -1 4.000 0 0 -1 0 0 2
3675 3600 8700 3600
2 1 1 1 0 7 50 0 -1 4.000 0 0 -1 0 0 2
8775 3600 10200 3600
2 1 1 1 0 7 50 0 -1 4.000 0 0 -1 0 0 2
8325 3150 9075 3150
2 1 1 1 0 7 50 0 -1 4.000 0 0 -1 0 0 2
7500 2325 10200 2325
2 1 1 1 0 7 50 0 -1 4.000 0 0 -1 0 0 2
3600 3600 3000 3600
2 1 1 1 0 7 50 0 -1 4.000 0 0 -1 0 0 2
4125 3075 3000 3075
2 1 0 1 0 7 50 0 -1 4.000 0 0 -1 1 1 2
0 0 1.00 60.00 120.00
0 0 1.00 60.00 120.00
4200 5400 8175 5400
2 1 0 1 0 7 50 0 -1 4.000 0 0 -1 1 1 2
0 0 1.00 60.00 120.00
0 0 1.00 60.00 120.00
10125 2325 10125 3600
2 1 0 1 0 7 50 0 -1 4.000 0 0 -1 1 1 2
0 0 1.00 60.00 120.00
0 0 1.00 60.00 120.00
3000 3150 3000 3600
2 1 0 1 0 7 50 0 -1 4.000 0 0 -1 1 1 2
0 0 1.00 60.00 120.00
0 0 1.00 60.00 120.00
9075 3150 9075 3600
2 1 1 1 0 7 50 0 -1 4.000 0 0 -1 0 0 2
4950 2325 4950 1200
2 1 1 1 0 7 50 0 -1 4.000 0 0 -1 0 0 2
7425 2325 7425 1200
2 1 1 1 0 7 50 0 -1 4.000 0 0 -1 0 0 4
4200 3075 4200 2400 3600 1800 3600 1200
2 1 1 1 0 7 50 0 -1 4.000 0 0 -1 0 0 4
8250 3150 8250 2475 8775 1950 8775 1200
2 1 0 1 0 7 50 0 -1 4.000 0 0 -1 1 1 2
0 0 1.00 60.00 120.00
0 0 1.00 60.00 120.00
3600 1275 4950 1275
2 1 0 1 0 7 50 0 -1 4.000 0 0 -1 1 1 2
0 0 1.00 60.00 120.00
0 0 1.00 60.00 120.00
7425 1275 8700 1275
4 1 0 50 0 0 12 0.0000 4 135 1140 6075 5325 Effect duration\001
4 0 0 50 0 0 12 0.0000 4 180 1305 10200 3000 Effect magnitude\001
4 0 0 50 0 0 12 0.0000 4 135 780 9150 3450 Fade level\001
4 1 0 50 0 0 12 0.0000 4 180 1035 4275 1200 Attack length\001
4 1 0 50 0 0 12 0.0000 4 180 885 8175 1200 Fade length\001
4 2 0 50 0 0 12 0.0000 4 135 930 2925 3375 Attack level\001

View File

@@ -0,0 +1,116 @@
xpad - Linux USB driver for X-Box gamepads
This is the very first release of a driver for X-Box gamepads.
Basically, this was hacked away in just a few hours, so don't expect
miracles.
In particular, there is currently NO support for the rumble pack.
You won't find many ff-aware linux applications anyway.
0. Status
---------
For now, this driver has only been tested on just one Linux-Box.
This one is running a 2.4.18 kernel with usb-uhci on an amd athlon 600.
The jstest-program from joystick-1.2.15 (jstest-version 2.1.0) reports
8 axes and 10 buttons.
Alls 8 axes work, though they all have the same range (-32768..32767)
and the zero-setting is not correct for the triggers (I don't know if that
is some limitation of jstest, since the input device setup should be fine. I
didn't have a look at jstest itself yet).
All of the 10 buttons work (in digital mode). The six buttons on the
right side (A, B, X, Y, black, white) are said to be "analog" and
report their values as 8 bit unsigned, not sure what this is good for.
I tested the controller with quake3, and configuration and
in game functionality were OK. However, I find it rather difficult to
play first person shooters with a pad. Your mileage may vary.
1. USB adapter
--------------
Before you can actually use the driver, you need to get yourself an
adapter cable to connect the X-Box controller to your Linux-Box.
Such a cable is pretty easy to build. The Controller itself is a USB compound
device (a hub with three ports for two expansion slots and the controller
device) with the only difference in a nonstandard connector (5 pins vs. 4 on
standard USB connector).
You just need to solder a USB connector onto the cable and keep the
yellow wire unconnected. The other pins have the same order on both
connectors so there is no magic to it. Detailed info on these matters
can be found on the net ([1], [2], [3]).
Thanks to the trip splitter found on the cable you don't even need to cut the
original one. You can buy an extension cable and cut that instead. That way,
you can still use the controller with your X-Box, if you have one ;)
2. driver installation
----------------------
Once you have the adapter cable and the controller is connected, you need
to load your USB subsystem and should cat /proc/bus/usb/devices.
There should be an entry like the one at the end [4].
Currently (as of version 0.0.4), the following three devices are included:
original Microsoft XBOX controller (US), vendor=0x045e, product=0x0202
original Microsoft XBOX controller (Japan), vendor=0x045e, product=0x0285
InterAct PowerPad Pro (Germany), vendor=0x05fd, product=0x107a
If you have another controller that is not listed above and is not recognized
by the driver, please drop me a line with the appropriate info (that is, include
the name, vendor and product ID, as well as the country where you bought it;
sending the whole dump out of /proc/bus/usb/devices along would be even better).
In theory, the driver should work with other controllers than mine
(InterAct PowerPad pro, bought in Germany) just fine, but I cannot test this
for I only have this one controller.
If you compiled and installed the driver, test the functionality:
> modprobe xpad
> modprobe joydev
> jstest /dev/js0
There should be a single line showing 18 inputs (8 axes, 10 buttons), and
it's values should change if you move the sticks and push the buttons.
It works? Voila, your done ;)
3. Thanks
---------
I have to thank ITO Takayuki for the detailed info on his site
http://euc.jp/periphs/xbox-controller.ja.html.
His useful info and both the usb-skeleton as well as the iforce input driver
(Greg Kroah-Hartmann; Vojtech Pavlik) helped a lot in rapid prototyping
the basic functionality.
4. References
-------------
1. http://euc.jp/periphs/xbox-controller.ja.html (ITO Takayuki)
2. http://xpad.xbox-scene.com/
3. http://www.xboxhackz.com/Hackz-Reference.htm
4. /proc/bus/usb/devices - dump from InterAct PowerPad Pro (Germany):
T: Bus=01 Lev=03 Prnt=04 Port=00 Cnt=01 Dev#= 5 Spd=12 MxCh= 0
D: Ver= 1.10 Cls=00(>ifc ) Sub=00 Prot=00 MxPS=32 #Cfgs= 1
P: Vendor=05fd ProdID=107a Rev= 1.00
C:* #Ifs= 1 Cfg#= 1 Atr=80 MxPwr=100mA
I: If#= 0 Alt= 0 #EPs= 2 Cls=58(unk. ) Sub=42 Prot=00 Driver=(none)
E: Ad=81(I) Atr=03(Int.) MxPS= 32 Ivl= 10ms
E: Ad=02(O) Atr=03(Int.) MxPS= 32 Ivl= 10ms
--
Marko Friedemann <mfr@bmx-chemnitz.de>
2002-07-16