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The last time this documentation was accurate was just over 8 years ago. In this time we've added support for two new generations of Xbox console controllers and dozens of third-party controllers. This patch unifies terminology and makes it explicit which model of controller a sentence refers to. It also expands certain sections to address the latest versions of Xbox controllers. Thus this documentation should now be useful to end users and not contain out-right untruths. This is the patch's second revision. Prior versions of this patch altered the driver's TODO list. That change has been pulled out of this documentation update patch. Signed-off-by: Daniel Dressler <danieru.dressler@gmail.com> Signed-off-by: Jonathan Corbet <corbet@lwn.net>
227 lines
8.3 KiB
Plaintext
227 lines
8.3 KiB
Plaintext
xpad - Linux USB driver for Xbox compatible controllers
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This driver exposes all first-party and third-party Xbox compatible
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controllers. It has a long history and has enjoyed considerable usage
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as Window's xinput library caused most PC games to focus on Xbox
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controller compatibility.
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Due to backwards compatibility all buttons are reported as digital.
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This only effects Original Xbox controllers. All later controller models
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have only digital face buttons.
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Rumble is supported on some models of Xbox 360 controllers but not of
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Original Xbox controllers nor on Xbox One controllers. As of writing
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the Xbox One's rumble protocol has not been reverse engineered but in
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the future could be supported.
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0. Notes
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--------
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The number of buttons/axes reported varies based on 3 things:
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- if you are using a known controller
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- if you are using a known dance pad
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- if using an unknown device (one not listed below), what you set in the
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module configuration for "Map D-PAD to buttons rather than axes for unknown
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pads" (module option dpad_to_buttons)
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If you set dpad_to_buttons to N and you are using an unknown device
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the driver will map the directional pad to axes (X/Y).
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If you said Y it will map the d-pad to buttons, which is needed for dance
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style games to function correctly. The default is Y.
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dpad_to_buttons has no effect for known pads. A erroneous commit message
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claimed dpad_to_buttons could be used to force behavior on known devices.
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This is not true. Both dpad_to_buttons and triggers_to_buttons only affect
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unknown controllers.
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0.1 Normal Controllers
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----------------------
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With a normal controller, the directional pad is mapped to its own X/Y axes.
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The jstest-program from joystick-1.2.15 (jstest-version 2.1.0) will report 8
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axes and 10 buttons.
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All 8 axes work, though they all have the same range (-32768..32767)
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and the zero-setting is not correct for the triggers (I don't know if that
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is some limitation of jstest, since the input device setup should be fine. I
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didn't have a look at jstest itself yet).
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All of the 10 buttons work (in digital mode). The six buttons on the
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right side (A, B, X, Y, black, white) are said to be "analog" and
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report their values as 8 bit unsigned, not sure what this is good for.
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I tested the controller with quake3, and configuration and
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in game functionality were OK. However, I find it rather difficult to
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play first person shooters with a pad. Your mileage may vary.
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0.2 Xbox Dance Pads
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-------------------
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When using a known dance pad, jstest will report 6 axes and 14 buttons.
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For dance style pads (like the redoctane pad) several changes
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have been made. The old driver would map the d-pad to axes, resulting
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in the driver being unable to report when the user was pressing both
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left+right or up+down, making DDR style games unplayable.
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Known dance pads automatically map the d-pad to buttons and will work
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correctly out of the box.
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If your dance pad is recognized by the driver but is using axes instead
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of buttons, see section 0.3 - Unknown Controllers
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I've tested this with Stepmania, and it works quite well.
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0.3 Unknown Controllers
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----------------------
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If you have an unknown xbox controller, it should work just fine with
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the default settings.
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HOWEVER if you have an unknown dance pad not listed below, it will not
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work UNLESS you set "dpad_to_buttons" to 1 in the module configuration.
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PLEASE, if you have an unknown controller, email Dom <binary1230@yahoo.com> with
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a dump from /proc/bus/usb and a description of the pad (manufacturer, country,
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whether it is a dance pad or normal controller) so that we can add your pad
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to the list of supported devices, ensuring that it will work out of the
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box in the future.
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1. USB adapters
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--------------
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All generations of Xbox controllers speak USB over the wire.
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- Original Xbox controllers use a proprietary connector and require adapters.
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- Wireless Xbox 360 controllers require a 'Xbox 360 Wireless Gaming Receiver
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for Windows'
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- Wired Xbox 360 controllers use standard USB connectors.
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- Xbox One controllers can be wireless but speak Wi-Fi Direct and are not
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yet supported.
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- Xbox One controllers can be wired and use standard Micro-USB connectors.
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1.1 Original Xbox USB adapters
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--------------
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Using this driver with an Original Xbox controller requires an
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adapter cable to break out the proprietary connector's pins to USB.
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You can buy these online fairly cheap, or build your own.
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Such a cable is pretty easy to build. The Controller itself is a USB
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compound device (a hub with three ports for two expansion slots and
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the controller device) with the only difference in a nonstandard connector
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(5 pins vs. 4 on standard USB 1.0 connectors).
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You just need to solder a USB connector onto the cable and keep the
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yellow wire unconnected. The other pins have the same order on both
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connectors so there is no magic to it. Detailed info on these matters
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can be found on the net ([1], [2], [3]).
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Thanks to the trip splitter found on the cable you don't even need to cut the
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original one. You can buy an extension cable and cut that instead. That way,
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you can still use the controller with your X-Box, if you have one ;)
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2. Driver Installation
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----------------------
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Once you have the adapter cable, if needed, and the controller connected
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the xpad module should be auto loaded. To confirm you can cat
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/proc/bus/usb/devices. There should be an entry like the one at the end [4].
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3. Supported Controllers
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------------------------
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For a full list of supported controllers and associated vendor and product
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IDs see the xpad_device[] array[6].
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As of the historic version 0.0.6 (2006-10-10) the following devices
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were supported:
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original Microsoft XBOX controller (US), vendor=0x045e, product=0x0202
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smaller Microsoft XBOX controller (US), vendor=0x045e, product=0x0289
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original Microsoft XBOX controller (Japan), vendor=0x045e, product=0x0285
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InterAct PowerPad Pro (Germany), vendor=0x05fd, product=0x107a
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RedOctane Xbox Dance Pad (US), vendor=0x0c12, product=0x8809
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Unrecognized models of Xbox controllers should function as Generic
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Xbox controllers. Unrecognized Dance Pad controllers require setting
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the module option 'dpad_to_buttons'.
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If you have an unrecognized controller please see 0.3 - Unknown Controllers
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4. Manual Testing
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-----------------
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To test this driver's functionality you may use 'jstest'.
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For example:
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> modprobe xpad
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> modprobe joydev
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> jstest /dev/js0
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If you're using a normal controller, there should be a single line showing
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18 inputs (8 axes, 10 buttons), and its values should change if you move
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the sticks and push the buttons. If you're using a dance pad, it should
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show 20 inputs (6 axes, 14 buttons).
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It works? Voila, you're done ;)
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5. Thanks
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---------
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I have to thank ITO Takayuki for the detailed info on his site
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http://euc.jp/periphs/xbox-controller.ja.html.
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His useful info and both the usb-skeleton as well as the iforce input driver
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(Greg Kroah-Hartmann; Vojtech Pavlik) helped a lot in rapid prototyping
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the basic functionality.
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6. References
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-------------
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[1]: http://euc.jp/periphs/xbox-controller.ja.html (ITO Takayuki)
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[2]: http://xpad.xbox-scene.com/
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[3]: http://www.markosweb.com/www/xboxhackz.com/
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[4]: /proc/bus/usb/devices - dump from InterAct PowerPad Pro (Germany):
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T: Bus=01 Lev=03 Prnt=04 Port=00 Cnt=01 Dev#= 5 Spd=12 MxCh= 0
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D: Ver= 1.10 Cls=00(>ifc ) Sub=00 Prot=00 MxPS=32 #Cfgs= 1
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P: Vendor=05fd ProdID=107a Rev= 1.00
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C:* #Ifs= 1 Cfg#= 1 Atr=80 MxPwr=100mA
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I: If#= 0 Alt= 0 #EPs= 2 Cls=58(unk. ) Sub=42 Prot=00 Driver=(none)
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E: Ad=81(I) Atr=03(Int.) MxPS= 32 Ivl= 10ms
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E: Ad=02(O) Atr=03(Int.) MxPS= 32 Ivl= 10ms
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[5]: /proc/bus/usb/devices - dump from Redoctane Xbox Dance Pad (US):
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T: Bus=01 Lev=02 Prnt=09 Port=00 Cnt=01 Dev#= 10 Spd=12 MxCh= 0
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D: Ver= 1.10 Cls=00(>ifc ) Sub=00 Prot=00 MxPS= 8 #Cfgs= 1
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P: Vendor=0c12 ProdID=8809 Rev= 0.01
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S: Product=XBOX DDR
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C:* #Ifs= 1 Cfg#= 1 Atr=80 MxPwr=100mA
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I: If#= 0 Alt= 0 #EPs= 2 Cls=58(unk. ) Sub=42 Prot=00 Driver=xpad
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E: Ad=82(I) Atr=03(Int.) MxPS= 32 Ivl=4ms
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E: Ad=02(O) Atr=03(Int.) MxPS= 32 Ivl=4ms
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[6]: http://lxr.free-electrons.com/ident?i=xpad_device
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7. Historic Edits
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-----------------
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Marko Friedemann <mfr@bmx-chemnitz.de>
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2002-07-16
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- original doc
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Dominic Cerquetti <binary1230@yahoo.com>
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2005-03-19
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- added stuff for dance pads, new d-pad->axes mappings
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Later changes may be viewed with 'git log Documentation/input/xpad.txt'
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