joystick.txt 20 KB

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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 1.1.1.1 2007/06/12 07:27:12 eyryu Exp $
  5. ----------------------------------------------------------------------------
  6. 0. Disclaimer
  7. ~~~~~~~~~~~~~
  8. This program is free software; you can redistribute it and/or modify it
  9. under the terms of the GNU General Public License as published by the Free
  10. Software Foundation; either version 2 of the License, or (at your option)
  11. any later version.
  12. This program is distributed in the hope that it will be useful, but
  13. WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
  14. or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
  15. more details.
  16. You should have received a copy of the GNU General Public License along
  17. with this program; if not, write to the Free Software Foundation, Inc., 59
  18. Temple Place, Suite 330, Boston, MA 02111-1307 USA
  19. Should you need to contact me, the author, you can do so either by e-mail
  20. - mail your message to <vojtech@ucw.cz>, or by paper mail: Vojtech Pavlik,
  21. Simunkova 1594, Prague 8, 182 00 Czech Republic
  22. For your convenience, the GNU General Public License version 2 is included
  23. in the package: See the file COPYING.
  24. 1. Intro
  25. ~~~~~~~~
  26. The joystick driver for Linux provides support for a variety of joysticks
  27. and similar devices. It is based on a larger project aiming to support all
  28. input devices in Linux.
  29. Should you encounter any problems while using the driver, or joysticks
  30. this driver can't make complete use of, I'm very interested in hearing about
  31. them. Bug reports and success stories are also welcome.
  32. The input project website is at:
  33. http://atrey.karlin.mff.cuni.cz/~vojtech/input/
  34. There is also a mailing list for the driver at:
  35. listproc@atrey.karlin.mff.cuni.cz
  36. send "subscribe linux-joystick Your Name" to subscribe to it.
  37. 2. Usage
  38. ~~~~~~~~
  39. For basic usage you just choose the right options in kernel config and
  40. you should be set.
  41. 2.1 inpututils
  42. ~~~~~~~~~~~~~~
  43. For testing and other purposes (for example serial devices), a set of
  44. utilities is available at the abovementioned website. I suggest you download
  45. and install it before going on.
  46. 2.2 Device nodes
  47. ~~~~~~~~~~~~~~~~
  48. For applications to be able to use the joysticks,
  49. you'll have to manually create these nodes in /dev:
  50. cd /dev
  51. rm js*
  52. mkdir input
  53. mknod input/js0 c 13 0
  54. mknod input/js1 c 13 1
  55. mknod input/js2 c 13 2
  56. mknod input/js3 c 13 3
  57. ln -s input/js0 js0
  58. ln -s input/js1 js1
  59. ln -s input/js2 js2
  60. ln -s input/js3 js3
  61. For testing with inpututils it's also convenient to create these:
  62. mknod input/event0 c 13 64
  63. mknod input/event1 c 13 65
  64. mknod input/event2 c 13 66
  65. mknod input/event3 c 13 67
  66. 2.4 Modules needed
  67. ~~~~~~~~~~~~~~~~~~
  68. For all joystick drivers to function, you'll need the userland interface
  69. module in kernel, either loaded or compiled in:
  70. modprobe joydev
  71. For gameport joysticks, you'll have to load the gameport driver as well;
  72. modprobe ns558
  73. And for serial port joysticks, you'll need the serial input line
  74. discipline module loaded and the inputattach utility started:
  75. modprobe serport
  76. inputattach -xxx /dev/tts/X &
  77. In addition to that, you'll need the joystick driver module itself, most
  78. usually you'll have an analog joystick:
  79. modprobe analog
  80. For automatic module loading, something like this might work - tailor to
  81. your needs:
  82. alias tty-ldisc-2 serport
  83. alias char-major-13 input
  84. above input joydev ns558 analog
  85. options analog map=gamepad,none,2btn
  86. 2.5 Verifying that it works
  87. ~~~~~~~~~~~~~~~~~~~~~~~~~~~
  88. For testing the joystick driver functionality, there is the jstest
  89. program in the utilities package. You run it by typing:
  90. jstest /dev/js0
  91. And it should show a line with the joystick values, which update as you
  92. move the stick, and press its buttons. The axes should all be zero when the
  93. joystick is in the center position. They should not jitter by themselves to
  94. other close values, and they also should be steady in any other position of
  95. the stick. They should have the full range from -32767 to 32767. If all this
  96. is met, then it's all fine, and you can play the games. :)
  97. If it's not, then there might be a problem. Try to calibrate the joystick,
  98. and if it still doesn't work, read the drivers section of this file, the
  99. troubleshooting section, and the FAQ.
  100. 2.6. Calibration
  101. ~~~~~~~~~~~~~~~~
  102. For most joysticks you won't need any manual calibration, since the
  103. joystick should be autocalibrated by the driver automagically. However, with
  104. some analog joysticks, that either do not use linear resistors, or if you
  105. want better precision, you can use the jscal program
  106. jscal -c /dev/js0
  107. included in the joystick package to set better correction coefficients than
  108. what the driver would choose itself.
  109. After calibrating the joystick you can verify if you like the new
  110. calibration using the jstest command, and if you do, you then can save the
  111. correction coefficients into a file
  112. jscal -p /dev/js0 > /etc/joystick.cal
  113. And add a line to your rc script executing that file
  114. source /etc/joystick.cal
  115. This way, after the next reboot your joystick will remain calibrated. You
  116. can also add the jscal -p line to your shutdown script.
  117. 3. HW specific driver information
  118. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  119. In this section each of the separate hardware specific drivers is described.
  120. 3.1 Analog joysticks
  121. ~~~~~~~~~~~~~~~~~~~~
  122. The analog.c uses the standard analog inputs of the gameport, and thus
  123. supports all standard joysticks and gamepads. It uses a very advanced
  124. routine for this, allowing for data precision that can't be found on any
  125. other system.
  126. It also supports extensions like additional hats and buttons compatible
  127. with CH Flightstick Pro, ThrustMaster FCS or 6 and 8 button gamepads. Saitek
  128. Cyborg 'digital' joysticks are also supported by this driver, because
  129. they're basically souped up CHF sticks.
  130. However the only types that can be autodetected are:
  131. * 2-axis, 4-button joystick
  132. * 3-axis, 4-button joystick
  133. * 4-axis, 4-button joystick
  134. * Saitek Cyborg 'digital' joysticks
  135. For other joystick types (more/less axes, hats, and buttons) support
  136. you'll need to specify the types either on the kernel command line or on the
  137. module command line, when inserting analog into the kernel. The
  138. parameters are:
  139. analog.map=<type1>,<type2>,<type3>,....
  140. 'type' is type of the joystick from the table below, defining joysticks
  141. present on gameports in the system, starting with gameport0, second 'type'
  142. entry defining joystick on gameport1 and so on.
  143. Type | Meaning
  144. -----------------------------------
  145. none | No analog joystick on that port
  146. auto | Autodetect joystick
  147. 2btn | 2-button n-axis joystick
  148. y-joy | Two 2-button 2-axis joysticks on an Y-cable
  149. y-pad | Two 2-button 2-axis gamepads on an Y-cable
  150. fcs | Thrustmaster FCS compatible joystick
  151. chf | Joystick with a CH Flightstick compatible hat
  152. fullchf | CH Flightstick compatible with two hats and 6 buttons
  153. gamepad | 4/6-button n-axis gamepad
  154. gamepad8 | 8-button 2-axis gamepad
  155. In case your joystick doesn't fit in any of the above categories, you can
  156. specify the type as a number by combining the bits in the table below. This
  157. is not recommended unless you really know what are you doing. It's not
  158. dangerous, but not simple either.
  159. Bit | Meaning
  160. --------------------------
  161. 0 | Axis X1
  162. 1 | Axis Y1
  163. 2 | Axis X2
  164. 3 | Axis Y2
  165. 4 | Button A
  166. 5 | Button B
  167. 6 | Button C
  168. 7 | Button D
  169. 8 | CHF Buttons X and Y
  170. 9 | CHF Hat 1
  171. 10 | CHF Hat 2
  172. 11 | FCS Hat
  173. 12 | Pad Button X
  174. 13 | Pad Button Y
  175. 14 | Pad Button U
  176. 15 | Pad Button V
  177. 16 | Saitek F1-F4 Buttons
  178. 17 | Saitek Digital Mode
  179. 19 | GamePad
  180. 20 | Joy2 Axis X1
  181. 21 | Joy2 Axis Y1
  182. 22 | Joy2 Axis X2
  183. 23 | Joy2 Axis Y2
  184. 24 | Joy2 Button A
  185. 25 | Joy2 Button B
  186. 26 | Joy2 Button C
  187. 27 | Joy2 Button D
  188. 31 | Joy2 GamePad
  189. 3.2 Microsoft SideWinder joysticks
  190. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  191. Microsoft 'Digital Overdrive' protocol is supported by the sidewinder.c
  192. module. All currently supported joysticks:
  193. * Microsoft SideWinder 3D Pro
  194. * Microsoft SideWinder Force Feedback Pro
  195. * Microsoft SideWinder Force Feedback Wheel
  196. * Microsoft SideWinder FreeStyle Pro
  197. * Microsoft SideWinder GamePad (up to four, chained)
  198. * Microsoft SideWinder Precision Pro
  199. * Microsoft SideWinder Precision Pro USB
  200. are autodetected, and thus no module parameters are needed.
  201. There is one caveat with the 3D Pro. There are 9 buttons reported,
  202. although the joystick has only 8. The 9th button is the mode switch on the
  203. rear side of the joystick. However, moving it, you'll reset the joystick,
  204. and make it unresponsive for about a one third of a second. Furthermore, the
  205. joystick will also re-center itself, taking the position it was in during
  206. this time as a new center position. Use it if you want, but think first.
  207. The SideWinder Standard is not a digital joystick, and thus is supported
  208. by the analog driver described above.
  209. 3.3 Logitech ADI devices
  210. ~~~~~~~~~~~~~~~~~~~~~~~~
  211. Logitech ADI protocol is supported by the adi.c module. It should support
  212. any Logitech device using this protocol. This includes, but is not limited
  213. to:
  214. * Logitech CyberMan 2
  215. * Logitech ThunderPad Digital
  216. * Logitech WingMan Extreme Digital
  217. * Logitech WingMan Formula
  218. * Logitech WingMan Interceptor
  219. * Logitech WingMan GamePad
  220. * Logitech WingMan GamePad USB
  221. * Logitech WingMan GamePad Extreme
  222. * Logitech WingMan Extreme Digital 3D
  223. ADI devices are autodetected, and the driver supports up to two (any
  224. combination of) devices on a single gameport, using an Y-cable or chained
  225. together.
  226. Logitech WingMan Joystick, Logitech WingMan Attack, Logitech WingMan
  227. Extreme and Logitech WingMan ThunderPad are not digital joysticks and are
  228. handled by the analog driver described above. Logitech WingMan Warrior and
  229. Logitech Magellan are supported by serial drivers described below. Logitech
  230. WingMan Force and Logitech WingMan Formula Force are supported by the
  231. I-Force driver described below. Logitech CyberMan is not supported yet.
  232. 3.4 Gravis GrIP
  233. ~~~~~~~~~~~~~~~
  234. Gravis GrIP protocol is supported by the grip.c module. It currently
  235. supports:
  236. * Gravis GamePad Pro
  237. * Gravis BlackHawk Digital
  238. * Gravis Xterminator
  239. * Gravis Xterminator DualControl
  240. All these devices are autodetected, and you can even use any combination
  241. of up to two of these pads either chained together or using an Y-cable on a
  242. single gameport.
  243. GrIP MultiPort isn't supported yet. Gravis Stinger is a serial device and is
  244. supported by the stinger driver. Other Gravis joysticks are supported by the
  245. analog driver.
  246. 3.5 FPGaming A3D and MadCatz A3D
  247. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  248. The Assassin 3D protocol created by FPGaming, is used both by FPGaming
  249. themselves and is licensed to MadCatz. A3D devices are supported by the
  250. a3d.c module. It currently supports:
  251. * FPGaming Assassin 3D
  252. * MadCatz Panther
  253. * MadCatz Panther XL
  254. All these devices are autodetected. Because the Assassin 3D and the Panther
  255. allow connecting analog joysticks to them, you'll need to load the analog
  256. driver as well to handle the attached joysticks.
  257. The trackball should work with USB mousedev module as a normal mouse. See
  258. the USB documentation for how to setup an USB mouse.
  259. 3.6 ThrustMaster DirectConnect (BSP)
  260. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  261. The TM DirectConnect (BSP) protocol is supported by the tmdc.c
  262. module. This includes, but is not limited to:
  263. * ThrustMaster Millenium 3D Inceptor
  264. * ThrustMaster 3D Rage Pad
  265. * ThrustMaster Fusion Digital Game Pad
  266. Devices not directly supported, but hopefully working are:
  267. * ThrustMaster FragMaster
  268. * ThrustMaster Attack Throttle
  269. If you have one of these, contact me.
  270. TMDC devices are autodetected, and thus no parameters to the module
  271. are needed. Up to two TMDC devices can be connected to one gameport, using
  272. an Y-cable.
  273. 3.7 Creative Labs Blaster
  274. ~~~~~~~~~~~~~~~~~~~~~~~~~
  275. The Blaster protocol is supported by the cobra.c module. It supports only
  276. the:
  277. * Creative Blaster GamePad Cobra
  278. Up to two of these can be used on a single gameport, using an Y-cable.
  279. 3.8 Genius Digital joysticks
  280. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  281. The Genius digitally communicating joysticks are supported by the gf2k.c
  282. module. This includes:
  283. * Genius Flight2000 F-23 joystick
  284. * Genius Flight2000 F-31 joystick
  285. * Genius G-09D gamepad
  286. Other Genius digital joysticks are not supported yet, but support can be
  287. added fairly easily.
  288. 3.9 InterAct Digital joysticks
  289. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  290. The InterAct digitally communicating joysticks are supported by the
  291. interact.c module. This includes:
  292. * InterAct HammerHead/FX gamepad
  293. * InterAct ProPad8 gamepad
  294. Other InterAct digital joysticks are not supported yet, but support can be
  295. added fairly easily.
  296. 3.10 PDPI Lightning 4 gamecards
  297. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  298. PDPI Lightning 4 gamecards are supported by the lightning.c module.
  299. Once the module is loaded, the analog driver can be used to handle the
  300. joysticks. Digitally communicating joystick will work only on port 0, while
  301. using Y-cables, you can connect up to 8 analog joysticks to a single L4
  302. card, 16 in case you have two in your system.
  303. 3.11 Trident 4DWave / Aureal Vortex
  304. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  305. Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipsets
  306. provide an "Enhanced Game Port" mode where the soundcard handles polling the
  307. joystick. This mode is supported by the pcigame.c module. Once loaded the
  308. analog driver can use the enhanced features of these gameports..
  309. 3.13 Crystal SoundFusion
  310. ~~~~~~~~~~~~~~~~~~~~~~~~
  311. Soundcards with Crystal SoundFusion chipsets provide an "Enhanced Game
  312. Port", much like the 4DWave or Vortex above. This, and also the normal mode
  313. for the port of the SoundFusion is supported by the cs461x.c module.
  314. 3.14 SoundBlaster Live!
  315. ~~~~~~~~~~~~~~~~~~~~~~~~
  316. The Live! has a special PCI gameport, which, although it doesn't provide
  317. any "Enhanced" stuff like 4DWave and friends, is quite a bit faster than
  318. it's ISA counterparts. It also requires special support, hence the
  319. emu10k1-gp.c module for it instead of the normal ns558.c one.
  320. 3.15 SoundBlaster 64 and 128 - ES1370 and ES1371, ESS Solo1 and S3 SonicVibes
  321. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  322. These PCI soundcards have specific gameports. They are handled by the
  323. sound drivers themselves. Make sure you select gameport support in the
  324. joystick menu and sound card support in the sound menu for your appropriate
  325. card.
  326. 3.16 Amiga
  327. ~~~~~~~~~~
  328. Amiga joysticks, connected to an Amiga, are supported by the amijoy.c
  329. driver. Since they can't be autodetected, the driver has a command line.
  330. amijoy.map=<a>,<b>
  331. a and b define the joysticks connected to the JOY0DAT and JOY1DAT ports of
  332. the Amiga.
  333. Value | Joystick type
  334. ---------------------
  335. 0 | None
  336. 1 | 1-button digital joystick
  337. No more joystick types are supported now, but that should change in the
  338. future if I get an Amiga in the reach of my fingers.
  339. 3.17 Game console and 8-bit pads and joysticks
  340. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  341. See joystick-parport.txt for more info.
  342. 3.18 SpaceTec/LabTec devices
  343. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  344. SpaceTec serial devices communicate using the SpaceWare protocol. It is
  345. supported by the spaceorb.c and spaceball.c drivers. The devices currently
  346. supported by spaceorb.c are:
  347. * SpaceTec SpaceBall Avenger
  348. * SpaceTec SpaceOrb 360
  349. Devices currently supported by spaceball.c are:
  350. * SpaceTec SpaceBall 4000 FLX
  351. In addition to having the spaceorb/spaceball and serport modules in the
  352. kernel, you also need to attach a serial port to it. to do that, run the
  353. inputattach program:
  354. inputattach --spaceorb /dev/tts/x &
  355. or
  356. inputattach --spaceball /dev/tts/x &
  357. where /dev/tts/x is the serial port which the device is connected to. After
  358. doing this, the device will be reported and will start working.
  359. There is one caveat with the SpaceOrb. The button #6, the on the bottom
  360. side of the orb, although reported as an ordinary button, causes internal
  361. recentering of the spaceorb, moving the zero point to the position in which
  362. the ball is at the moment of pressing the button. So, think first before
  363. you bind it to some other function.
  364. SpaceTec SpaceBall 2003 FLX and 3003 FLX are not supported yet.
  365. 3.19 Logitech SWIFT devices
  366. ~~~~~~~~~~~~~~~~~~~~~~~~~~~
  367. The SWIFT serial protocol is supported by the warrior.c module. It
  368. currently supports only the:
  369. * Logitech WingMan Warrior
  370. but in the future, Logitech CyberMan (the original one, not CM2) could be
  371. supported as well. To use the module, you need to run inputattach after you
  372. insert/compile the module into your kernel:
  373. inputattach --warrior /dev/tts/x &
  374. /dev/tts/x is the serial port your Warrior is attached to.
  375. 3.20 Magellan / Space Mouse
  376. ~~~~~~~~~~~~~~~~~~~~~~~~~~~
  377. The Magellan (or Space Mouse), manufactured by LogiCad3d (formerly Space
  378. Systems), for many other companies (Logitech, HP, ...) is supported by the
  379. joy-magellan module. It currently supports only the:
  380. * Magellan 3D
  381. * Space Mouse
  382. models, the additional buttons on the 'Plus' versions are not supported yet.
  383. To use it, you need to attach the serial port to the driver using the
  384. inputattach --magellan /dev/tts/x &
  385. command. After that the Magellan will be detected, initialized, will beep,
  386. and the /dev/input/jsX device should become usable.
  387. 3.21 I-Force devices
  388. ~~~~~~~~~~~~~~~~~~~~
  389. All I-Force devices are supported by the iforce module. This includes:
  390. * AVB Mag Turbo Force
  391. * AVB Top Shot Pegasus
  392. * AVB Top Shot Force Feedback Racing Wheel
  393. * Logitech WingMan Force
  394. * Logitech WingMan Force Wheel
  395. * Guillemot Race Leader Force Feedback
  396. * Guillemot Force Feedback Racing Wheel
  397. * Thrustmaster Motor Sport GT
  398. To use it, you need to attach the serial port to the driver using the
  399. inputattach --iforce /dev/tts/x &
  400. command. After that the I-Force device will be detected, and the
  401. /dev/input/jsX device should become usable.
  402. In case you're using the device via the USB port, the inputattach command
  403. isn't needed.
  404. The I-Force driver now supports force feedback via the event interface.
  405. Please note that Logitech WingMan *3D devices are _not_ supported by this
  406. module, rather by hid. Force feedback is not supported for those devices.
  407. Logitech gamepads are also hid devices.
  408. 3.22 Gravis Stinger gamepad
  409. ~~~~~~~~~~~~~~~~~~~~~~~~~~~
  410. The Gravis Stinger serial port gamepad, designed for use with laptop
  411. computers, is supported by the stinger.c module. To use it, attach the
  412. serial port to the driver using:
  413. inputattach --stinger /dev/tty/x &
  414. where x is the number of the serial port.
  415. 4. Troubleshooting
  416. ~~~~~~~~~~~~~~~~~~
  417. There is quite a high probability that you run into some problems. For
  418. testing whether the driver works, if in doubt, use the jstest utility in
  419. some of its modes. The most useful modes are "normal" - for the 1.x
  420. interface, and "old" for the "0.x" interface. You run it by typing:
  421. jstest --normal /dev/input/js0
  422. jstest --old /dev/input/js0
  423. Additionally you can do a test with the evtest utility:
  424. evtest /dev/input/event0
  425. Oh, and read the FAQ! :)
  426. 5. FAQ
  427. ~~~~~~
  428. Q: Running 'jstest /dev/js0' results in "File not found" error. What's the
  429. cause?
  430. A: The device files don't exist. Create them (see section 2.2).
  431. Q: Is it possible to connect my old Atari/Commodore/Amiga/console joystick
  432. or pad that uses a 9-pin D-type cannon connector to the serial port of my
  433. PC?
  434. A: Yes, it is possible, but it'll burn your serial port or the pad. It
  435. won't work, of course.
  436. Q: My joystick doesn't work with Quake / Quake 2. What's the cause?
  437. A: Quake / Quake 2 don't support joystick. Use joy2key to simulate keypresses
  438. for them.
  439. 6. Programming Interface
  440. ~~~~~~~~~~~~~~~~~~~~~~~~
  441. The 1.0 driver uses a new, event based approach to the joystick driver.
  442. Instead of the user program polling for the joystick values, the joystick
  443. driver now reports only any changes of its state. See joystick-api.txt,
  444. joystick.h and jstest.c included in the joystick package for more
  445. information. The joystick device can be used in either blocking or
  446. nonblocking mode and supports select() calls.
  447. For backward compatibility the old (v0.x) interface is still included.
  448. Any call to the joystick driver using the old interface will return values
  449. that are compatible to the old interface. This interface is still limited
  450. to 2 axes, and applications using it usually decode only 2 buttons, although
  451. the driver provides up to 32.