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