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This patch removes CVS keywords that weren't updated for a long time from comments. Signed-off-by: Adrian Bunk <bunk@kernel.org> Signed-off-by: Dmitry Torokhov <dtor@mail.ru>
587 lines
20 KiB
Plaintext
587 lines
20 KiB
Plaintext
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/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/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/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 Millenium 3D Inceptor
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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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it's 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
|
|
* AVB Top Shot Force Feedback Racing Wheel
|
|
* Logitech WingMan Force
|
|
* Logitech WingMan Force Wheel
|
|
* Guillemot Race Leader Force Feedback
|
|
* Guillemot Force Feedback Racing Wheel
|
|
* Thrustmaster Motor Sport GT
|
|
|
|
To use it, you need to attach the serial port to the driver using the
|
|
|
|
inputattach --iforce /dev/tts/x &
|
|
|
|
command. After that the I-Force device will be detected, and the
|
|
/dev/input/jsX device should become usable.
|
|
|
|
In case you're using the device via the USB port, the inputattach command
|
|
isn't needed.
|
|
|
|
The I-Force driver now supports force feedback via the event interface.
|
|
|
|
Please note that Logitech WingMan *3D devices are _not_ supported by this
|
|
module, rather by hid. Force feedback is not supported for those devices.
|
|
Logitech gamepads are also hid devices.
|
|
|
|
3.22 Gravis Stinger gamepad
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
The Gravis Stinger serial port gamepad, designed for use with laptop
|
|
computers, is supported by the stinger.c module. To use it, attach the
|
|
serial port to the driver using:
|
|
|
|
inputattach --stinger /dev/tty/x &
|
|
|
|
where x is the number of the serial port.
|
|
|
|
4. Troubleshooting
|
|
~~~~~~~~~~~~~~~~~~
|
|
There is quite a high probability that you run into some problems. For
|
|
testing whether the driver works, if in doubt, use the jstest utility in
|
|
some of its modes. The most useful modes are "normal" - for the 1.x
|
|
interface, and "old" for the "0.x" interface. You run it by typing:
|
|
|
|
jstest --normal /dev/input/js0
|
|
jstest --old /dev/input/js0
|
|
|
|
Additionally you can do a test with the evtest utility:
|
|
|
|
evtest /dev/input/event0
|
|
|
|
Oh, and read the FAQ! :)
|
|
|
|
5. FAQ
|
|
~~~~~~
|
|
Q: Running 'jstest /dev/js0' results in "File not found" error. What's the
|
|
cause?
|
|
A: The device files don't exist. Create them (see section 2.2).
|
|
|
|
Q: Is it possible to connect my old Atari/Commodore/Amiga/console joystick
|
|
or pad that uses a 9-pin D-type cannon connector to the serial port of my
|
|
PC?
|
|
A: Yes, it is possible, but it'll burn your serial port or the pad. It
|
|
won't work, of course.
|
|
|
|
Q: My joystick doesn't work with Quake / Quake 2. What's the cause?
|
|
A: Quake / Quake 2 don't support joystick. Use joy2key to simulate keypresses
|
|
for them.
|
|
|
|
6. Programming Interface
|
|
~~~~~~~~~~~~~~~~~~~~~~~~
|
|
The 1.0 driver uses a new, event based approach to the joystick driver.
|
|
Instead of the user program polling for the joystick values, the joystick
|
|
driver now reports only any changes of its state. See joystick-api.txt,
|
|
joystick.h and jstest.c included in the joystick package for more
|
|
information. The joystick device can be used in either blocking or
|
|
nonblocking mode and supports select() calls.
|
|
|
|
For backward compatibility the old (v0.x) interface is still included.
|
|
Any call to the joystick driver using the old interface will return values
|
|
that are compatible to the old interface. This interface is still limited
|
|
to 2 axes, and applications using it usually decode only 2 buttons, although
|
|
the driver provides up to 32.
|