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/Documentation/input/joystick.txt

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  1		       Linux Joystick driver v2.0.0
  2	       (c) 1996-2000 Vojtech Pavlik <vojtech@ucw.cz>
  3			     Sponsored by SuSE
  4	   $Id: joystick.txt,v 1.12 2002/03/03 12:13:07 jdeneux Exp $
  5----------------------------------------------------------------------------
  6
  70. Disclaimer
  8~~~~~~~~~~~~~
  9  This program is free software; you can redistribute it and/or modify it
 10under the terms of the GNU General Public License as published by the Free
 11Software Foundation; either version 2 of the License, or (at your option)
 12any later version.
 13
 14  This program is distributed in the hope that it will be useful, but
 15WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
 16or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License for
 17more details.
 18
 19  You should have received a copy of the GNU General Public License along
 20with this program; if not, write to the Free Software Foundation, Inc., 59
 21Temple Place, Suite 330, Boston, MA 02111-1307 USA
 22
 23  Should you need to contact me, the author, you can do so either by e-mail
 24- mail your message to <vojtech@ucw.cz>, or by paper mail: Vojtech Pavlik,
 25Simunkova 1594, Prague 8, 182 00 Czech Republic
 26
 27  For your convenience, the GNU General Public License version 2 is included
 28in the package: See the file COPYING.
 29
 301. Intro
 31~~~~~~~~
 32  The joystick driver for Linux provides support for a variety of joysticks
 33and similar devices. It is based on a larger project aiming to support all
 34input devices in Linux.
 35
 36  Should you encounter any problems while using the driver, or joysticks
 37this driver can't make complete use of, I'm very interested in hearing about
 38them. Bug reports and success stories are also welcome.
 39
 40  The input project website is at:
 41
 42	http://www.suse.cz/development/input/
 43	http://atrey.karlin.mff.cuni.cz/~vojtech/input/
 44
 45  There is also a mailing list for the driver at:
 46
 47	listproc@atrey.karlin.mff.cuni.cz
 48
 49send "subscribe linux-joystick Your Name" to subscribe to it.
 50
 512. Usage
 52~~~~~~~~
 53  For basic usage you just choose the right options in kernel config and
 54you should be set.
 55
 562.1 inpututils
 57~~~~~~~~~~~~~~
 58For testing and other purposes (for example serial devices), a set of
 59utilities is available at the abovementioned website. I suggest you download
 60and install it before going on.
 61
 622.2 Device nodes
 63~~~~~~~~~~~~~~~~
 64For applications to be able to use the joysticks, in you don't use devfs,
 65you'll have to manually create these nodes in /dev:
 66
 67cd /dev
 68rm js*
 69mkdir input
 70mknod input/js0 c 13 0
 71mknod input/js1 c 13 1
 72mknod input/js2 c 13 2
 73mknod input/js3 c 13 3
 74ln -s input/js0 js0
 75ln -s input/js1 js1
 76ln -s input/js2 js2
 77ln -s input/js3 js3
 78
 79For testing with inpututils it's also convenient to create these:
 80
 81mknod input/event0 c 13 64
 82mknod input/event1 c 13 65
 83mknod input/event2 c 13 66
 84mknod input/event3 c 13 67
 85
 862.4 Modules needed 
 87~~~~~~~~~~~~~~~~~~
 88  For all joystick drivers to function, you'll need the userland interface
 89module in kernel, either loaded or compiled in:
 90
 91	modprobe joydev
 92
 93  For gameport joysticks, you'll have to load the gameport driver as well;
 94
 95	modprobe ns558
 96
 97  And for serial port joysticks, you'll need the serial input line
 98discipline module loaded and the inputattach utility started:
 99
100	modprobe serport
101	inputattach -xxx /dev/tts/X &
102
103  In addition to that, you'll need the joystick driver module itself, most
104usually you'll have an analog joystick:
105
106	modprobe analog
107	
108  For automatic module loading, something like this might work - tailor to
109your needs:
110
111	alias tty-ldisc-2 serport
112	alias char-major-13 input
113	above input joydev ns558 analog
114	options analog map=gamepad,none,2btn
115
1162.5 Verifying that it works
117~~~~~~~~~~~~~~~~~~~~~~~~~~~
118  For testing the joystick driver functionality, there is the jstest
119program in the utilities package. You run it by typing:
120
121	jstest /dev/js0
122
123  And it should show a line with the joystick values, which update as you
124move the stick, and press its buttons. The axes should all be zero when the
125joystick is in the center position. They should not jitter by themselves to
126other close values, and they also should be steady in any other position of
127the stick. They should have the full range from -32767 to 32767. If all this
128is met, then it's all fine, and you can play the games. :)
129
130  If it's not, then there might be a problem. Try to calibrate the joystick,
131and if it still doesn't work, read the drivers section of this file, the
132troubleshooting section, and the FAQ.
133
1342.6. Calibration
135~~~~~~~~~~~~~~~~
136  For most joysticks you won't need any manual calibration, since the
137joystick should be autocalibrated by the driver automagically. However, with
138some analog joysticks, that either do not use linear resistors, or if you
139want better precision, you can use the jscal program
140
141	jscal -c /dev/js0
142
143 included in the joystick package to set better correction coefficients than
144what the driver would choose itself.
145
146  After calibrating the joystick you can verify if you like the new
147calibration using the jstest command, and if you do, you then can save the
148correction coefficients into a file
149
150	jscal -p /dev/js0 > /etc/joystick.cal
151
152  And add a line to your rc script executing that file
153
154	source /etc/joystick.cal
155
156  This way, after the next reboot your joystick will remain calibrated. You
157can also add the jscal -p line to your shutdown script.
158
159
1603. HW specific driver information
161~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
162In this section each of the separate hardware specific drivers is described.
163
1643.1 Analog joysticks
165~~~~~~~~~~~~~~~~~~~~
166  The analog.c uses the standard analog inputs of the gameport, and thus
167supports all standard joysticks and gamepads. It uses a very advanced
168routine for this, allowing for data precision that can't be found on any
169other system.
170
171  It also supports extensions like additional hats and buttons compatible
172with CH Flightstick Pro, ThrustMaster FCS or 6 and 8 button gamepads. Saitek
173Cyborg 'digital' joysticks are also supported by this driver, because
174they're basically souped up CHF sticks.
175
176  However the only types that can be autodetected are:
177
178* 2-axis, 4-button joystick
179* 3-axis, 4-button joystick
180* 4-axis, 4-button joystick
181* Saitek Cyborg 'digital' joysticks
182
183  For other joystick types (more/less axes, hats, and buttons) support
184you'll need to specify the types either on the kernel command line or on the
185module command line, when inserting analog into the kernel. The
186parameters are:
187
188	analog.map=<type1>,<type2>,<type3>,....
189
190  'type' is type of the joystick from the table below, defining joysticks
191present on gameports in the system, starting with gameport0, second 'type'
192entry defining joystick on gameport1 and so on.
193
194	Type     | Meaning
195	-----------------------------------
196	none     | No analog joystick on that port
197	auto     | Autodetect joystick
198	2btn     | 2-button n-axis joystick
199	y-joy    | Two 2-button 2-axis joysticks on an Y-cable
200	y-pad    | Two 2-button 2-axis gamepads on an Y-cable
201	fcs      | Thrustmaster FCS compatible joystick
202	chf      | Joystick with a CH Flightstick compatible hat
203	fullchf  | CH Flightstick compatible with two hats and 6 buttons
204	gamepad  | 4/6-button n-axis gamepad
205	gamepad8 | 8-button 2-axis gamepad
206
207  In case your joystick doesn't fit in any of the above categories, you can
208specify the type as a number by combining the bits in the table below. This
209is not recommended unless you really know what are you doing. It's not
210dangerous, but not simple either.
211
212	Bit | Meaning
213	--------------------------
214	 0  | Axis X1
215	 1  | Axis Y1
216	 2  | Axis X2
217	 3  | Axis Y2
218	 4  | Button A
219	 5  | Button B
220	 6  | Button C
221	 7  | Button D
222	 8  | CHF Buttons X and Y
223	 9  | CHF Hat 1
224	10  | CHF Hat 2
225	11  | FCS Hat
226	12  | Pad Button X
227	13  | Pad Button Y
228	14  | Pad Button U
229	15  | Pad Button V
230	16  | Saitek F1-F4 Buttons
231	17  | Saitek Digital Mode
232	19  | GamePad
233	20  | Joy2 Axis X1
234	21  | Joy2 Axis Y1
235	22  | Joy2 Axis X2
236	23  | Joy2 Axis Y2
237	24  | Joy2 Button A
238	25  | Joy2 Button B
239	26  | Joy2 Button C
240	27  | Joy2 Button D
241	31  | Joy2 GamePad
242
2433.2 Microsoft SideWinder joysticks
244~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
245  Microsoft 'Digital Overdrive' protocol is supported by the sidewinder.c
246module. All currently supported joysticks:
247
248* Microsoft SideWinder 3D Pro
249* Microsoft SideWinder Force Feedback Pro
250* Microsoft SideWinder Force Feedback Wheel
251* Microsoft SideWinder FreeStyle Pro 
252* Microsoft SideWinder GamePad (up to four, chained)
253* Microsoft SideWinder Precision Pro 
254* Microsoft SideWinder Precision Pro USB 
255
256  are autodetected, and thus no module parameters are needed.
257
258  There is one caveat with the 3D Pro. There are 9 buttons reported,
259although the joystick has only 8. The 9th button is the mode switch on the
260rear side of the joystick. However, moving it, you'll reset the joystick,
261and make it unresponsive for about a one third of a second. Furthermore, the
262joystick will also re-center itself, taking the position it was in during
263this time as a new center position. Use it if you want, but think first.
264
265  The SideWinder Standard is not a digital joystick, and thus is supported
266by the analog driver described above. 
267
2683.3 Logitech ADI devices
269~~~~~~~~~~~~~~~~~~~~~~~~
270  Logitech ADI protocol is supported by the adi.c module. It should support
271any Logitech device using this protocol. This includes, but is not limited
272to:
273
274* Logitech CyberMan 2
275* Logitech ThunderPad Digital
276* Logitech WingMan Extreme Digital
277* Logitech WingMan Formula
278* Logitech WingMan Interceptor
279* Logitech WingMan GamePad
280* Logitech WingMan GamePad USB
281* Logitech WingMan GamePad Extreme
282* Logitech WingMan Extreme Digital 3D
283
284  ADI devices are autodetected, and the driver supports up to two (any
285combination of) devices on a single gameport, using an Y-cable or chained
286together.
287
288  Logitech WingMan Joystick, Logitech WingMan Attack, Logitech WingMan
289Extreme and Logitech WingMan ThunderPad are not digital joysticks and are
290handled by the analog driver described above. Logitech WingMan Warrior and
291Logitech Magellan are supported by serial drivers described below.  Logitech
292WingMan Force and Logitech WingMan Formula Force are supported by the
293I-Force driver described below. Logitech CyberMan is not supported yet.
294
2953.4 Gravis GrIP
296~~~~~~~~~~~~~~~
297  Gravis GrIP protocol is supported by the grip.c module. It currently
298supports:
299
300* Gravis GamePad Pro
301* Gravis BlackHawk Digital
302* Gravis Xterminator
303* Gravis Xterminator DualControl
304
305  All these devices are autodetected, and you can even use any combination
306of up to two of these pads either chained together or using an Y-cable on a
307single gameport.
308
309GrIP MultiPort isn't supported yet. Gravis Stinger is a serial device and is
310supported by the stinger driver. Other Gravis joysticks are supported by the
311analog driver.
312
3133.5 FPGaming A3D and MadCatz A3D
314~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
315  The Assassin 3D protocol created by FPGaming, is used both by FPGaming
316themselves and is licensed to MadCatz. A3D devices are supported by the
317a3d.c module. It currently supports:
318
319* FPGaming Assassin 3D
320* MadCatz Panther
321* MadCatz Panther XL
322
323  All these devices are autodetected. Because the Assassin 3D and the Panther
324allow connecting analog joysticks to them, you'll need to load the analog
325driver as well to handle the attached joysticks.
326
327  The trackball should work with USB mousedev module as a normal mouse. See
328the USB documentation for how to setup an USB mouse.
329
3303.6 ThrustMaster DirectConnect (BSP)
331~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
332  The TM DirectConnect (BSP) protocol is supported by the tmdc.c
333module. This includes, but is not limited to:
334
335* ThrustMaster Millenium 3D Inceptor
336* ThrustMaster 3D Rage Pad
337* ThrustMaster Fusion Digital Game Pad
338
339  Devices not directly supported, but hopefully working are:
340
341* ThrustMaster FragMaster
342* ThrustMaster Attack Throttle
343
344  If you have one of these, contact me.
345
346  TMDC devices are autodetected, and thus no parameters to the module
347are needed. Up to two TMDC devices can be connected to one gameport, using
348an Y-cable.
349
3503.7 Creative Labs Blaster
351~~~~~~~~~~~~~~~~~~~~~~~~~
352  The Blaster protocol is supported by the cobra.c module. It supports only
353the:
354
355* Creative Blaster GamePad Cobra
356
357  Up to two of these can be used on a single gameport, using an Y-cable.
358
3593.8 Genius Digital joysticks 
360~~~~~~~~~~~~~~~~~~~~~~~~~~~~
361  The Genius digitally communicating joysticks are supported by the gf2k.c
362module. This includes:
363
364* Genius Flight2000 F-23 joystick 
365* Genius Flight2000 F-31 joystick 
366* Genius G-09D gamepad
367
368  Other Genius digital joysticks are not supported yet, but support can be
369added fairly easily.
370
3713.9 InterAct Digital joysticks
372~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
373  The InterAct digitally communicating joysticks are supported by the
374interact.c module. This includes:
375
376* InterAct HammerHead/FX gamepad
377* InterAct ProPad8 gamepad 
378
379  Other InterAct digital joysticks are not supported yet, but support can be 
380added fairly easily.
381
3823.10 PDPI Lightning 4 gamecards
383~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
384  PDPI Lightning 4 gamecards are supported by the lightning.c module.
385Once the module is loaded, the analog driver can be used to handle the
386joysticks. Digitally communicating joystick will work only on port 0, while
387using Y-cables, you can connect up to 8 analog joysticks to a single L4
388card, 16 in case you have two in your system.
389
3903.11 Trident 4DWave / Aureal Vortex
391~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
392  Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipsets
393provide an "Enhanced Game Port" mode where the soundcard handles polling the
394joystick.  This mode is supported by the pcigame.c module. Once loaded the
395analog driver can use the enhanced features of these gameports..
396
3973.13 Crystal SoundFusion
398~~~~~~~~~~~~~~~~~~~~~~~~
399  Soundcards with Crystal SoundFusion chipsets provide an "Enhanced Game
400Port", much like the 4DWave or Vortex above. This, and also the normal mode
401for the port of the SoundFusion is supported by the cs461x.c module.
402
4033.14 SoundBlaster Live!
404~~~~~~~~~~~~~~~~~~~~~~~~
405  The Live! has a special PCI gameport, which, although it doesn't provide
406any "Enhanced" stuff like 4DWave and friends, is quite a bit faster than
407it's ISA counterparts. It also requires special support, hence the
408emu10k1-gp.c module for it instead of the normal ns558.c one.
409
4103.15 SoundBlaster 64 and 128 - ES1370 and ES1371, ESS Solo1 and S3 SonicVibes
411~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
412  These PCI soundcards have specific gameports. They are handled by the
413sound drivers themselves. Make sure you select gameport support in the
414joystick menu and sound card support in the sound menu for your appropriate
415card.
416
4173.16 Amiga
418~~~~~~~~~~
419  Amiga joysticks, connected to an Amiga, are supported by the amijoy.c
420driver. Since they can't be autodetected, the driver has a command line.
421
422	amijoy.map=<a>,<b>
423
424  a and b define the joysticks connected to the JOY0DAT and JOY1DAT ports of
425the Amiga.
426
427	Value | Joystick type
428	---------------------
429	  0   | None
430	  1   | 1-button digital joystick
431
432  No more joystick types are supported now, but that should change in the
433future if I get an Amiga in the reach of my fingers.
434
4353.17 Game console and 8-bit pads and joysticks
436~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
437See joystick-parport.txt for more info.
438
4393.18 SpaceTec/LabTec devices
440~~~~~~~~~~~~~~~~~~~~~~~~~~~~
441  SpaceTec serial devices communicate using the SpaceWare protocol. It is
442supported by the spaceorb.c and spaceball.c drivers. The devices currently
443supported by spaceorb.c are:
444
445* SpaceTec SpaceBall Avenger
446* SpaceTec SpaceOrb 360
447
448Devices currently supported by spaceball.c are:
449
450* SpaceTec SpaceBall 4000 FLX
451
452  In addition to having the spaceorb/spaceball and serport modules in the
453kernel, you also need to attach a serial port to it. to do that, run the
454inputattach program:
455
456	inputattach --spaceorb /dev/tts/x &
457or
458	inputattach --spaceball /dev/tts/x &
459
460where /dev/tts/x is the serial port which the device is connected to. After
461doing this, the device will be reported and will start working.
462
463  There is one caveat with the SpaceOrb. The button #6, the on the bottom
464side of the orb, although reported as an ordinary button, causes internal
465recentering of the spaceorb, moving the zero point to the position in which
466the ball is at the moment of pressing the button. So, think first before
467you bind it to some other function.
468
469SpaceTec SpaceBall 2003 FLX and 3003 FLX are not supported yet. 
470
4713.19 Logitech SWIFT devices
472~~~~~~~~~~~~~~~~~~~~~~~~~~~
473  The SWIFT serial protocol is supported by the warrior.c module. It
474currently supports only the:
475
476* Logitech WingMan Warrior
477
478but in the future, Logitech CyberMan (the original one, not CM2) could be
479supported as well. To use the module, you need to run inputattach after you
480insert/compile the module into your kernel:
481
482	inputattach --warrior /dev/tts/x &
483
484/dev/tts/x is the serial port your Warrior is attached to.
485
4863.20 Magellan / Space Mouse
487~~~~~~~~~~~~~~~~~~~~~~~~~~~
488  The Magellan (or Space Mouse), manufactured by LogiCad3d (formerly Space
489Systems), for many other companies (Logitech, HP, ...) is supported by the
490joy-magellan module. It currently supports only the:
491
492* Magellan 3D
493* Space Mouse
494
495models, the additional buttons on the 'Plus' versions are not supported yet.
496
497  To use it, you need to attach the serial port to the driver using the
498
499	inputattach --magellan /dev/tts/x &
500
501command. After that the Magellan will be detected, initialized, will beep,
502and the /dev/input/jsX device should become usable.
503
5043.21 I-Force devices 
505~~~~~~~~~~~~~~~~~~~~
506  All I-Force devices are supported by the iforce module. This includes:
507
508* AVB Mag Turbo Force
509* AVB Top Shot Pegasus
510* AVB Top Shot Force Feedback Racing Wheel
511* Logitech WingMan Force
512* Logitech WingMan Force Wheel 
513* Guillemot Race Leader Force Feedback
514* Guillemot Force Feedback Racing Wheel
515* Thrustmaster Motor Sport GT
516
517  To use it, you need to attach the serial port to the driver using the
518
519	inputattach --iforce /dev/tts/x &
520
521command. After that the I-Force device will be detected, and the
522/dev/input/jsX device should become usable.
523
524  In case you're using the device via the USB port, the inputattach command
525isn't needed.
526
527  The I-Force driver now supports force feedback via the event interface.
528
529  Please note that Logitech WingMan *3D devices are _not_ supported by this
530module, rather by hid. Force feedback is not supported for those devices.
531Logitech gamepads are also hid devices.
532
5333.22 Gravis Stinger gamepad 
534~~~~~~~~~~~~~~~~~~~~~~~~~~~
535  The Gravis Stinger serial port gamepad, designed for use with laptop
536computers, is supported by the stinger.c module. To use it, attach the
537serial port to the driver using:
538
539        inputattach --stinger /dev/tty/x &
540
541where x is the number of the serial port.
542
5434. Troubleshooting
544~~~~~~~~~~~~~~~~~~
545  There is quite a high probability that you run into some problems. For
546testing whether the driver works, if in doubt, use the jstest utility in
547some of its modes. The most useful modes are "normal" - for the 1.x
548interface, and "old" for the "0.x" interface. You run it by typing:
549
550	jstest --normal /dev/input/js0
551	jstest --old    /dev/input/js0
552
553  Additionally you can do a test with the evtest utility:
554
555	evtest /dev/input/event0
556
557  Oh, and read the FAQ! :)
558
5595. FAQ
560~~~~~~
561Q: Running 'jstest /dev/js0' results in "File not found" error. What's the
562   cause?
563A: The device files don't exist. Create them (see section 2.2).
564
565Q: Is it possible to connect my old Atari/Commodore/Amiga/console joystick
566   or pad that uses a 9-pin D-type cannon connector to the serial port of my
567   PC?
568A: Yes, it is possible, but it'll burn your serial port or the pad. It
569   won't work, of course.
570
571Q: My joystick doesn't work with Quake / Quake 2. What's the cause?
572A: Quake / Quake 2 don't support joystick. Use joy2key to simulate keypresses
573   for them.
574
5756. Programming Interface
576~~~~~~~~~~~~~~~~~~~~~~~~
577  The 1.0 driver uses a new, event based approach to the joystick driver.
578Instead of the user program polling for the joystick values, the joystick
579driver now reports only any changes of its state. See joystick-api.txt,
580joystick.h and jstest.c included in the joystick package for more
581information. The joystick device can be used in either blocking or
582nonblocking mode and supports select() calls.
583
584  For backward compatibility the old (v0.x) interface is still included.
585Any call to the joystick driver using the old interface will return values
586that are compatible to the old interface.  This interface is still limited
587to 2 axes, and applications using it usually decode only 2 buttons, although
588the driver provides up to 32.