Commit | Line | Data |
---|---|---|
1da177e4 LT |
1 | Linux Joystick driver v2.0.0 |
2 | (c) 1996-2000 Vojtech Pavlik <vojtech@ucw.cz> | |
3 | Sponsored by SuSE | |
4 | $Id: joystick.txt,v 1.12 2002/03/03 12:13:07 jdeneux Exp $ | |
5 | ---------------------------------------------------------------------------- | |
6 | ||
7 | 0. Disclaimer | |
8 | ~~~~~~~~~~~~~ | |
9 | This program is free software; you can redistribute it and/or modify it | |
10 | under the terms of the GNU General Public License as published by the Free | |
11 | Software Foundation; either version 2 of the License, or (at your option) | |
12 | any later version. | |
13 | ||
14 | This program is distributed in the hope that it will be useful, but | |
15 | WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY | |
16 | or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for | |
17 | more details. | |
18 | ||
19 | You should have received a copy of the GNU General Public License along | |
20 | with this program; if not, write to the Free Software Foundation, Inc., 59 | |
21 | Temple Place, Suite 330, Boston, MA 02111-1307 USA | |
22 | ||
23 | Should you need to contact me, the author, you can do so either by e-mail | |
24 | - mail your message to <vojtech@ucw.cz>, or by paper mail: Vojtech Pavlik, | |
25 | Simunkova 1594, Prague 8, 182 00 Czech Republic | |
26 | ||
27 | For your convenience, the GNU General Public License version 2 is included | |
28 | in the package: See the file COPYING. | |
29 | ||
30 | 1. Intro | |
31 | ~~~~~~~~ | |
32 | The joystick driver for Linux provides support for a variety of joysticks | |
33 | and similar devices. It is based on a larger project aiming to support all | |
34 | input devices in Linux. | |
35 | ||
36 | Should you encounter any problems while using the driver, or joysticks | |
37 | this driver can't make complete use of, I'm very interested in hearing about | |
38 | them. Bug reports and success stories are also welcome. | |
39 | ||
40 | The input project website is at: | |
41 | ||
1da177e4 LT |
42 | http://atrey.karlin.mff.cuni.cz/~vojtech/input/ |
43 | ||
44 | There is also a mailing list for the driver at: | |
45 | ||
46 | listproc@atrey.karlin.mff.cuni.cz | |
47 | ||
48 | send "subscribe linux-joystick Your Name" to subscribe to it. | |
49 | ||
50 | 2. Usage | |
51 | ~~~~~~~~ | |
52 | For basic usage you just choose the right options in kernel config and | |
53 | you should be set. | |
54 | ||
55 | 2.1 inpututils | |
56 | ~~~~~~~~~~~~~~ | |
57 | For testing and other purposes (for example serial devices), a set of | |
58 | utilities is available at the abovementioned website. I suggest you download | |
59 | and install it before going on. | |
60 | ||
61 | 2.2 Device nodes | |
62 | ~~~~~~~~~~~~~~~~ | |
bf6ee0ae | 63 | For applications to be able to use the joysticks, |
1da177e4 LT |
64 | you'll have to manually create these nodes in /dev: |
65 | ||
66 | cd /dev | |
67 | rm js* | |
68 | mkdir input | |
69 | mknod input/js0 c 13 0 | |
70 | mknod input/js1 c 13 1 | |
71 | mknod input/js2 c 13 2 | |
72 | mknod input/js3 c 13 3 | |
73 | ln -s input/js0 js0 | |
74 | ln -s input/js1 js1 | |
75 | ln -s input/js2 js2 | |
76 | ln -s input/js3 js3 | |
77 | ||
78 | For testing with inpututils it's also convenient to create these: | |
79 | ||
80 | mknod input/event0 c 13 64 | |
81 | mknod input/event1 c 13 65 | |
82 | mknod input/event2 c 13 66 | |
83 | mknod input/event3 c 13 67 | |
84 | ||
85 | 2.4 Modules needed | |
86 | ~~~~~~~~~~~~~~~~~~ | |
87 | For all joystick drivers to function, you'll need the userland interface | |
88 | module in kernel, either loaded or compiled in: | |
89 | ||
90 | modprobe joydev | |
91 | ||
92 | For gameport joysticks, you'll have to load the gameport driver as well; | |
93 | ||
94 | modprobe ns558 | |
95 | ||
96 | And for serial port joysticks, you'll need the serial input line | |
97 | discipline module loaded and the inputattach utility started: | |
98 | ||
99 | modprobe serport | |
100 | inputattach -xxx /dev/tts/X & | |
101 | ||
102 | In addition to that, you'll need the joystick driver module itself, most | |
103 | usually you'll have an analog joystick: | |
104 | ||
105 | modprobe analog | |
106 | ||
107 | For automatic module loading, something like this might work - tailor to | |
108 | your needs: | |
109 | ||
110 | alias tty-ldisc-2 serport | |
111 | alias char-major-13 input | |
112 | above input joydev ns558 analog | |
113 | options analog map=gamepad,none,2btn | |
114 | ||
115 | 2.5 Verifying that it works | |
116 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
117 | For testing the joystick driver functionality, there is the jstest | |
118 | program in the utilities package. You run it by typing: | |
119 | ||
120 | jstest /dev/js0 | |
121 | ||
122 | And it should show a line with the joystick values, which update as you | |
123 | move the stick, and press its buttons. The axes should all be zero when the | |
124 | joystick is in the center position. They should not jitter by themselves to | |
125 | other close values, and they also should be steady in any other position of | |
126 | the stick. They should have the full range from -32767 to 32767. If all this | |
127 | is met, then it's all fine, and you can play the games. :) | |
128 | ||
129 | If it's not, then there might be a problem. Try to calibrate the joystick, | |
130 | and if it still doesn't work, read the drivers section of this file, the | |
131 | troubleshooting section, and the FAQ. | |
132 | ||
133 | 2.6. Calibration | |
134 | ~~~~~~~~~~~~~~~~ | |
135 | For most joysticks you won't need any manual calibration, since the | |
136 | joystick should be autocalibrated by the driver automagically. However, with | |
137 | some analog joysticks, that either do not use linear resistors, or if you | |
138 | want better precision, you can use the jscal program | |
139 | ||
140 | jscal -c /dev/js0 | |
141 | ||
142 | included in the joystick package to set better correction coefficients than | |
143 | what the driver would choose itself. | |
144 | ||
145 | After calibrating the joystick you can verify if you like the new | |
146 | calibration using the jstest command, and if you do, you then can save the | |
147 | correction coefficients into a file | |
148 | ||
149 | jscal -p /dev/js0 > /etc/joystick.cal | |
150 | ||
151 | And add a line to your rc script executing that file | |
152 | ||
153 | source /etc/joystick.cal | |
154 | ||
155 | This way, after the next reboot your joystick will remain calibrated. You | |
156 | can also add the jscal -p line to your shutdown script. | |
157 | ||
158 | ||
159 | 3. HW specific driver information | |
160 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
161 | In this section each of the separate hardware specific drivers is described. | |
162 | ||
163 | 3.1 Analog joysticks | |
164 | ~~~~~~~~~~~~~~~~~~~~ | |
165 | The analog.c uses the standard analog inputs of the gameport, and thus | |
166 | supports all standard joysticks and gamepads. It uses a very advanced | |
167 | routine for this, allowing for data precision that can't be found on any | |
168 | other system. | |
169 | ||
170 | It also supports extensions like additional hats and buttons compatible | |
171 | with CH Flightstick Pro, ThrustMaster FCS or 6 and 8 button gamepads. Saitek | |
172 | Cyborg 'digital' joysticks are also supported by this driver, because | |
173 | they're basically souped up CHF sticks. | |
174 | ||
175 | However the only types that can be autodetected are: | |
176 | ||
177 | * 2-axis, 4-button joystick | |
178 | * 3-axis, 4-button joystick | |
179 | * 4-axis, 4-button joystick | |
180 | * Saitek Cyborg 'digital' joysticks | |
181 | ||
182 | For other joystick types (more/less axes, hats, and buttons) support | |
183 | you'll need to specify the types either on the kernel command line or on the | |
184 | module command line, when inserting analog into the kernel. The | |
185 | parameters are: | |
186 | ||
187 | analog.map=<type1>,<type2>,<type3>,.... | |
188 | ||
189 | 'type' is type of the joystick from the table below, defining joysticks | |
190 | present on gameports in the system, starting with gameport0, second 'type' | |
191 | entry defining joystick on gameport1 and so on. | |
192 | ||
193 | Type | Meaning | |
194 | ----------------------------------- | |
195 | none | No analog joystick on that port | |
196 | auto | Autodetect joystick | |
197 | 2btn | 2-button n-axis joystick | |
198 | y-joy | Two 2-button 2-axis joysticks on an Y-cable | |
199 | y-pad | Two 2-button 2-axis gamepads on an Y-cable | |
200 | fcs | Thrustmaster FCS compatible joystick | |
201 | chf | Joystick with a CH Flightstick compatible hat | |
202 | fullchf | CH Flightstick compatible with two hats and 6 buttons | |
203 | gamepad | 4/6-button n-axis gamepad | |
204 | gamepad8 | 8-button 2-axis gamepad | |
205 | ||
206 | In case your joystick doesn't fit in any of the above categories, you can | |
207 | specify the type as a number by combining the bits in the table below. This | |
208 | is not recommended unless you really know what are you doing. It's not | |
209 | dangerous, but not simple either. | |
210 | ||
211 | Bit | Meaning | |
212 | -------------------------- | |
213 | 0 | Axis X1 | |
214 | 1 | Axis Y1 | |
215 | 2 | Axis X2 | |
216 | 3 | Axis Y2 | |
217 | 4 | Button A | |
218 | 5 | Button B | |
219 | 6 | Button C | |
220 | 7 | Button D | |
221 | 8 | CHF Buttons X and Y | |
222 | 9 | CHF Hat 1 | |
223 | 10 | CHF Hat 2 | |
224 | 11 | FCS Hat | |
225 | 12 | Pad Button X | |
226 | 13 | Pad Button Y | |
227 | 14 | Pad Button U | |
228 | 15 | Pad Button V | |
229 | 16 | Saitek F1-F4 Buttons | |
230 | 17 | Saitek Digital Mode | |
231 | 19 | GamePad | |
232 | 20 | Joy2 Axis X1 | |
233 | 21 | Joy2 Axis Y1 | |
234 | 22 | Joy2 Axis X2 | |
235 | 23 | Joy2 Axis Y2 | |
236 | 24 | Joy2 Button A | |
237 | 25 | Joy2 Button B | |
238 | 26 | Joy2 Button C | |
239 | 27 | Joy2 Button D | |
240 | 31 | Joy2 GamePad | |
241 | ||
242 | 3.2 Microsoft SideWinder joysticks | |
243 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
244 | Microsoft 'Digital Overdrive' protocol is supported by the sidewinder.c | |
245 | module. All currently supported joysticks: | |
246 | ||
247 | * Microsoft SideWinder 3D Pro | |
248 | * Microsoft SideWinder Force Feedback Pro | |
249 | * Microsoft SideWinder Force Feedback Wheel | |
250 | * Microsoft SideWinder FreeStyle Pro | |
251 | * Microsoft SideWinder GamePad (up to four, chained) | |
252 | * Microsoft SideWinder Precision Pro | |
253 | * Microsoft SideWinder Precision Pro USB | |
254 | ||
255 | are autodetected, and thus no module parameters are needed. | |
256 | ||
257 | There is one caveat with the 3D Pro. There are 9 buttons reported, | |
258 | although the joystick has only 8. The 9th button is the mode switch on the | |
259 | rear side of the joystick. However, moving it, you'll reset the joystick, | |
260 | and make it unresponsive for about a one third of a second. Furthermore, the | |
261 | joystick will also re-center itself, taking the position it was in during | |
262 | this time as a new center position. Use it if you want, but think first. | |
263 | ||
264 | The SideWinder Standard is not a digital joystick, and thus is supported | |
265 | by the analog driver described above. | |
266 | ||
267 | 3.3 Logitech ADI devices | |
268 | ~~~~~~~~~~~~~~~~~~~~~~~~ | |
269 | Logitech ADI protocol is supported by the adi.c module. It should support | |
270 | any Logitech device using this protocol. This includes, but is not limited | |
271 | to: | |
272 | ||
273 | * Logitech CyberMan 2 | |
274 | * Logitech ThunderPad Digital | |
275 | * Logitech WingMan Extreme Digital | |
276 | * Logitech WingMan Formula | |
277 | * Logitech WingMan Interceptor | |
278 | * Logitech WingMan GamePad | |
279 | * Logitech WingMan GamePad USB | |
280 | * Logitech WingMan GamePad Extreme | |
281 | * Logitech WingMan Extreme Digital 3D | |
282 | ||
283 | ADI devices are autodetected, and the driver supports up to two (any | |
284 | combination of) devices on a single gameport, using an Y-cable or chained | |
285 | together. | |
286 | ||
287 | Logitech WingMan Joystick, Logitech WingMan Attack, Logitech WingMan | |
288 | Extreme and Logitech WingMan ThunderPad are not digital joysticks and are | |
289 | handled by the analog driver described above. Logitech WingMan Warrior and | |
290 | Logitech Magellan are supported by serial drivers described below. Logitech | |
291 | WingMan Force and Logitech WingMan Formula Force are supported by the | |
292 | I-Force driver described below. Logitech CyberMan is not supported yet. | |
293 | ||
294 | 3.4 Gravis GrIP | |
295 | ~~~~~~~~~~~~~~~ | |
296 | Gravis GrIP protocol is supported by the grip.c module. It currently | |
297 | supports: | |
298 | ||
299 | * Gravis GamePad Pro | |
300 | * Gravis BlackHawk Digital | |
301 | * Gravis Xterminator | |
302 | * Gravis Xterminator DualControl | |
303 | ||
304 | All these devices are autodetected, and you can even use any combination | |
305 | of up to two of these pads either chained together or using an Y-cable on a | |
306 | single gameport. | |
307 | ||
308 | GrIP MultiPort isn't supported yet. Gravis Stinger is a serial device and is | |
309 | supported by the stinger driver. Other Gravis joysticks are supported by the | |
310 | analog driver. | |
311 | ||
312 | 3.5 FPGaming A3D and MadCatz A3D | |
313 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
314 | The Assassin 3D protocol created by FPGaming, is used both by FPGaming | |
315 | themselves and is licensed to MadCatz. A3D devices are supported by the | |
316 | a3d.c module. It currently supports: | |
317 | ||
318 | * FPGaming Assassin 3D | |
319 | * MadCatz Panther | |
320 | * MadCatz Panther XL | |
321 | ||
322 | All these devices are autodetected. Because the Assassin 3D and the Panther | |
323 | allow connecting analog joysticks to them, you'll need to load the analog | |
324 | driver as well to handle the attached joysticks. | |
325 | ||
326 | The trackball should work with USB mousedev module as a normal mouse. See | |
327 | the USB documentation for how to setup an USB mouse. | |
328 | ||
329 | 3.6 ThrustMaster DirectConnect (BSP) | |
330 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
331 | The TM DirectConnect (BSP) protocol is supported by the tmdc.c | |
332 | module. This includes, but is not limited to: | |
333 | ||
334 | * ThrustMaster Millenium 3D Inceptor | |
335 | * ThrustMaster 3D Rage Pad | |
336 | * ThrustMaster Fusion Digital Game Pad | |
337 | ||
338 | Devices not directly supported, but hopefully working are: | |
339 | ||
340 | * ThrustMaster FragMaster | |
341 | * ThrustMaster Attack Throttle | |
342 | ||
343 | If you have one of these, contact me. | |
344 | ||
345 | TMDC devices are autodetected, and thus no parameters to the module | |
346 | are needed. Up to two TMDC devices can be connected to one gameport, using | |
347 | an Y-cable. | |
348 | ||
349 | 3.7 Creative Labs Blaster | |
350 | ~~~~~~~~~~~~~~~~~~~~~~~~~ | |
351 | The Blaster protocol is supported by the cobra.c module. It supports only | |
352 | the: | |
353 | ||
354 | * Creative Blaster GamePad Cobra | |
355 | ||
356 | Up to two of these can be used on a single gameport, using an Y-cable. | |
357 | ||
358 | 3.8 Genius Digital joysticks | |
359 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
360 | The Genius digitally communicating joysticks are supported by the gf2k.c | |
361 | module. This includes: | |
362 | ||
363 | * Genius Flight2000 F-23 joystick | |
364 | * Genius Flight2000 F-31 joystick | |
365 | * Genius G-09D gamepad | |
366 | ||
367 | Other Genius digital joysticks are not supported yet, but support can be | |
368 | added fairly easily. | |
369 | ||
370 | 3.9 InterAct Digital joysticks | |
371 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
372 | The InterAct digitally communicating joysticks are supported by the | |
373 | interact.c module. This includes: | |
374 | ||
375 | * InterAct HammerHead/FX gamepad | |
376 | * InterAct ProPad8 gamepad | |
377 | ||
378 | Other InterAct digital joysticks are not supported yet, but support can be | |
379 | added fairly easily. | |
380 | ||
381 | 3.10 PDPI Lightning 4 gamecards | |
382 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
383 | PDPI Lightning 4 gamecards are supported by the lightning.c module. | |
384 | Once the module is loaded, the analog driver can be used to handle the | |
385 | joysticks. Digitally communicating joystick will work only on port 0, while | |
386 | using Y-cables, you can connect up to 8 analog joysticks to a single L4 | |
387 | card, 16 in case you have two in your system. | |
388 | ||
389 | 3.11 Trident 4DWave / Aureal Vortex | |
390 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
391 | Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipsets | |
392 | provide an "Enhanced Game Port" mode where the soundcard handles polling the | |
393 | joystick. This mode is supported by the pcigame.c module. Once loaded the | |
394 | analog driver can use the enhanced features of these gameports.. | |
395 | ||
396 | 3.13 Crystal SoundFusion | |
397 | ~~~~~~~~~~~~~~~~~~~~~~~~ | |
398 | Soundcards with Crystal SoundFusion chipsets provide an "Enhanced Game | |
399 | Port", much like the 4DWave or Vortex above. This, and also the normal mode | |
400 | for the port of the SoundFusion is supported by the cs461x.c module. | |
401 | ||
402 | 3.14 SoundBlaster Live! | |
403 | ~~~~~~~~~~~~~~~~~~~~~~~~ | |
404 | The Live! has a special PCI gameport, which, although it doesn't provide | |
405 | any "Enhanced" stuff like 4DWave and friends, is quite a bit faster than | |
406 | it's ISA counterparts. It also requires special support, hence the | |
407 | emu10k1-gp.c module for it instead of the normal ns558.c one. | |
408 | ||
409 | 3.15 SoundBlaster 64 and 128 - ES1370 and ES1371, ESS Solo1 and S3 SonicVibes | |
410 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
411 | These PCI soundcards have specific gameports. They are handled by the | |
412 | sound drivers themselves. Make sure you select gameport support in the | |
413 | joystick menu and sound card support in the sound menu for your appropriate | |
414 | card. | |
415 | ||
416 | 3.16 Amiga | |
417 | ~~~~~~~~~~ | |
418 | Amiga joysticks, connected to an Amiga, are supported by the amijoy.c | |
419 | driver. Since they can't be autodetected, the driver has a command line. | |
420 | ||
421 | amijoy.map=<a>,<b> | |
422 | ||
423 | a and b define the joysticks connected to the JOY0DAT and JOY1DAT ports of | |
424 | the Amiga. | |
425 | ||
426 | Value | Joystick type | |
427 | --------------------- | |
428 | 0 | None | |
429 | 1 | 1-button digital joystick | |
430 | ||
431 | No more joystick types are supported now, but that should change in the | |
432 | future if I get an Amiga in the reach of my fingers. | |
433 | ||
434 | 3.17 Game console and 8-bit pads and joysticks | |
435 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
436 | See joystick-parport.txt for more info. | |
437 | ||
438 | 3.18 SpaceTec/LabTec devices | |
439 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
440 | SpaceTec serial devices communicate using the SpaceWare protocol. It is | |
441 | supported by the spaceorb.c and spaceball.c drivers. The devices currently | |
442 | supported by spaceorb.c are: | |
443 | ||
444 | * SpaceTec SpaceBall Avenger | |
445 | * SpaceTec SpaceOrb 360 | |
446 | ||
447 | Devices currently supported by spaceball.c are: | |
448 | ||
449 | * SpaceTec SpaceBall 4000 FLX | |
450 | ||
451 | In addition to having the spaceorb/spaceball and serport modules in the | |
452 | kernel, you also need to attach a serial port to it. to do that, run the | |
453 | inputattach program: | |
454 | ||
455 | inputattach --spaceorb /dev/tts/x & | |
456 | or | |
457 | inputattach --spaceball /dev/tts/x & | |
458 | ||
459 | where /dev/tts/x is the serial port which the device is connected to. After | |
460 | doing this, the device will be reported and will start working. | |
461 | ||
462 | There is one caveat with the SpaceOrb. The button #6, the on the bottom | |
463 | side of the orb, although reported as an ordinary button, causes internal | |
464 | recentering of the spaceorb, moving the zero point to the position in which | |
465 | the ball is at the moment of pressing the button. So, think first before | |
466 | you bind it to some other function. | |
467 | ||
468 | SpaceTec SpaceBall 2003 FLX and 3003 FLX are not supported yet. | |
469 | ||
470 | 3.19 Logitech SWIFT devices | |
471 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
472 | The SWIFT serial protocol is supported by the warrior.c module. It | |
473 | currently supports only the: | |
474 | ||
475 | * Logitech WingMan Warrior | |
476 | ||
477 | but in the future, Logitech CyberMan (the original one, not CM2) could be | |
478 | supported as well. To use the module, you need to run inputattach after you | |
479 | insert/compile the module into your kernel: | |
480 | ||
481 | inputattach --warrior /dev/tts/x & | |
482 | ||
483 | /dev/tts/x is the serial port your Warrior is attached to. | |
484 | ||
485 | 3.20 Magellan / Space Mouse | |
486 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
487 | The Magellan (or Space Mouse), manufactured by LogiCad3d (formerly Space | |
488 | Systems), for many other companies (Logitech, HP, ...) is supported by the | |
489 | joy-magellan module. It currently supports only the: | |
490 | ||
491 | * Magellan 3D | |
492 | * Space Mouse | |
493 | ||
494 | models, the additional buttons on the 'Plus' versions are not supported yet. | |
495 | ||
496 | To use it, you need to attach the serial port to the driver using the | |
497 | ||
498 | inputattach --magellan /dev/tts/x & | |
499 | ||
500 | command. After that the Magellan will be detected, initialized, will beep, | |
501 | and the /dev/input/jsX device should become usable. | |
502 | ||
503 | 3.21 I-Force devices | |
504 | ~~~~~~~~~~~~~~~~~~~~ | |
505 | All I-Force devices are supported by the iforce module. This includes: | |
506 | ||
507 | * AVB Mag Turbo Force | |
508 | * AVB Top Shot Pegasus | |
509 | * AVB Top Shot Force Feedback Racing Wheel | |
510 | * Logitech WingMan Force | |
511 | * Logitech WingMan Force Wheel | |
512 | * Guillemot Race Leader Force Feedback | |
513 | * Guillemot Force Feedback Racing Wheel | |
514 | * Thrustmaster Motor Sport GT | |
515 | ||
516 | To use it, you need to attach the serial port to the driver using the | |
517 | ||
518 | inputattach --iforce /dev/tts/x & | |
519 | ||
520 | command. After that the I-Force device will be detected, and the | |
521 | /dev/input/jsX device should become usable. | |
522 | ||
523 | In case you're using the device via the USB port, the inputattach command | |
524 | isn't needed. | |
525 | ||
526 | The I-Force driver now supports force feedback via the event interface. | |
527 | ||
528 | Please note that Logitech WingMan *3D devices are _not_ supported by this | |
529 | module, rather by hid. Force feedback is not supported for those devices. | |
530 | Logitech gamepads are also hid devices. | |
531 | ||
532 | 3.22 Gravis Stinger gamepad | |
533 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
534 | The Gravis Stinger serial port gamepad, designed for use with laptop | |
535 | computers, is supported by the stinger.c module. To use it, attach the | |
536 | serial port to the driver using: | |
537 | ||
538 | inputattach --stinger /dev/tty/x & | |
539 | ||
540 | where x is the number of the serial port. | |
541 | ||
542 | 4. Troubleshooting | |
543 | ~~~~~~~~~~~~~~~~~~ | |
544 | There is quite a high probability that you run into some problems. For | |
545 | testing whether the driver works, if in doubt, use the jstest utility in | |
546 | some of its modes. The most useful modes are "normal" - for the 1.x | |
547 | interface, and "old" for the "0.x" interface. You run it by typing: | |
548 | ||
549 | jstest --normal /dev/input/js0 | |
550 | jstest --old /dev/input/js0 | |
551 | ||
552 | Additionally you can do a test with the evtest utility: | |
553 | ||
554 | evtest /dev/input/event0 | |
555 | ||
556 | Oh, and read the FAQ! :) | |
557 | ||
558 | 5. FAQ | |
559 | ~~~~~~ | |
560 | Q: Running 'jstest /dev/js0' results in "File not found" error. What's the | |
561 | cause? | |
562 | A: The device files don't exist. Create them (see section 2.2). | |
563 | ||
564 | Q: Is it possible to connect my old Atari/Commodore/Amiga/console joystick | |
565 | or pad that uses a 9-pin D-type cannon connector to the serial port of my | |
566 | PC? | |
567 | A: Yes, it is possible, but it'll burn your serial port or the pad. It | |
568 | won't work, of course. | |
569 | ||
570 | Q: My joystick doesn't work with Quake / Quake 2. What's the cause? | |
571 | A: Quake / Quake 2 don't support joystick. Use joy2key to simulate keypresses | |
572 | for them. | |
573 | ||
574 | 6. Programming Interface | |
575 | ~~~~~~~~~~~~~~~~~~~~~~~~ | |
576 | The 1.0 driver uses a new, event based approach to the joystick driver. | |
577 | Instead of the user program polling for the joystick values, the joystick | |
578 | driver now reports only any changes of its state. See joystick-api.txt, | |
579 | joystick.h and jstest.c included in the joystick package for more | |
580 | information. The joystick device can be used in either blocking or | |
581 | nonblocking mode and supports select() calls. | |
582 | ||
583 | For backward compatibility the old (v0.x) interface is still included. | |
584 | Any call to the joystick driver using the old interface will return values | |
585 | that are compatible to the old interface. This interface is still limited | |
586 | to 2 axes, and applications using it usually decode only 2 buttons, although | |
587 | the driver provides up to 32. |