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+ Linux Joystick driver v2.0.0
+ (c) 1996-2000 Vojtech Pavlik <firstname.lastname@example.org>
+ Sponsored by SuSE
+ $Id: joystick.txt,v 1.12 2002/03/03 12:13:07 jdeneux Exp $
+ This program is free software; you can redistribute it and/or modify it
+under the terms of the GNU General Public License as published by the Free
+Software Foundation; either version 2 of the License, or (at your option)
+any later version.
+ This program is distributed in the hope that it will be useful, but
+WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
+or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
+ You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc., 59
+Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ Should you need to contact me, the author, you can do so either by e-mail
+- mail your message to <email@example.com>, or by paper mail: Vojtech Pavlik,
+Simunkova 1594, Prague 8, 182 00 Czech Republic
+ For your convenience, the GNU General Public License version 2 is included
+in the package: See the file COPYING.
+ The joystick driver for Linux provides support for a variety of joysticks
+and similar devices. It is based on a larger project aiming to support all
+input devices in Linux.
+ Should you encounter any problems while using the driver, or joysticks
+this driver can't make complete use of, I'm very interested in hearing about
+them. Bug reports and success stories are also welcome.
+ The input project website is at:
+ There is also a mailing list for the driver at:
+send "subscribe linux-joystick Your Name" to subscribe to it.
+ For basic usage you just choose the right options in kernel config and
+you should be set.
+For testing and other purposes (for example serial devices), a set of
+utilities is available at the abovementioned website. I suggest you download
+and install it before going on.
+2.2 Device nodes
+For applications to be able to use the joysticks, in you don't use devfs,
+you'll have to manually create these nodes in /dev:
+mknod input/js0 c 13 0
+mknod input/js1 c 13 1
+mknod input/js2 c 13 2
+mknod input/js3 c 13 3
+ln -s input/js0 js0
+ln -s input/js1 js1
+ln -s input/js2 js2
+ln -s input/js3 js3
+For testing with inpututils it's also convenient to create these:
+mknod input/event0 c 13 64
+mknod input/event1 c 13 65
+mknod input/event2 c 13 66
+mknod input/event3 c 13 67
+2.4 Modules needed
+ For all joystick drivers to function, you'll need the userland interface
+module in kernel, either loaded or compiled in:
+ modprobe joydev
+ For gameport joysticks, you'll have to load the gameport driver as well;
+ modprobe ns558
+ And for serial port joysticks, you'll need the serial input line
+discipline module loaded and the inputattach utility started:
+ modprobe serport
+ inputattach -xxx /dev/tts/X &
+ In addition to that, you'll need the joystick driver module itself, most
+usually you'll have an analog joystick:
+ modprobe analog
+ For automatic module loading, something like this might work - tailor to
+ alias tty-ldisc-2 serport
+ alias char-major-13 input
+ above input joydev ns558 analog
+ options analog map=gamepad,none,2btn
+2.5 Verifying that it works
+ For testing the joystick driver functionality, there is the jstest
+program in the utilities package. You run it by typing:
+ jstest /dev/js0
+ And it should show a line with the joystick values, which update as you
+move the stick, and press its buttons. The axes should all be zero when the
+joystick is in the center position. They should not jitter by themselves to
+other close values, and they also should be steady in any other position of
+the stick. They should have the full range from -32767 to 32767. If all this
+is met, then it's all fine, and you can play the games. :)
+ If it's not, then there might be a problem. Try to calibrate the joystick,
+and if it still doesn't work, read the drivers section of this file, the
+troubleshooting section, and the FAQ.
+ For most joysticks you won't need any manual calibration, since the
+joystick should be autocalibrated by the driver automagically. However, with
+some analog joysticks, that either do not use linear resistors, or if you
+want better precision, you can use the jscal program
+ jscal -c /dev/js0
+ included in the joystick package to set better correction coefficients than
+what the driver would choose itself.
+ After calibrating the joystick you can verify if you like the new
+calibration using the jstest command, and if you do, you then can save the
+correction coefficients into a file
+ jscal -p /dev/js0 > /etc/joystick.cal
+ And add a line to your rc script executing that file
+ source /etc/joystick.cal
+ This way, after the next reboot your joystick will remain calibrated. You
+can also add the jscal -p line to your shutdown script.
+3. HW specific driver information
+In this section each of the separate hardware specific drivers is described.
+3.1 Analog joysticks
+ The analog.c uses the standard analog inputs of the gameport, and thus
+supports all standard joysticks and gamepads. It uses a very advanced
+routine for this, allowing for data precision that can't be found on any
+ It also supports extensions like additional hats and buttons compatible
+with CH Flightstick Pro, ThrustMaster FCS or 6 and 8 button gamepads. Saitek
+Cyborg 'digital' joysticks are also supported by this driver, because
+they're basically souped up CHF sticks.
+ However the only types that can be autodetected are:
+* 2-axis, 4-button joystick
+* 3-axis, 4-button joystick
+* 4-axis, 4-button joystick
+* Saitek Cyborg 'digital' joysticks
+ For other joystick types (more/less axes, hats, and buttons) support
+you'll need to specify the types either on the kernel command line or on the
+module command line, when inserting analog into the kernel. The
+ 'type' is type of the joystick from the table below, defining joysticks
+present on gameports in the system, starting with gameport0, second 'type'
+entry defining joystick on gameport1 and so on.
+ Type | Meaning
+ none | No analog joystick on that port
+ auto | Autodetect joystick
+ 2btn | 2-button n-axis joystick
+ y-joy | Two 2-button 2-axis joysticks on an Y-cable
+ y-pad | Two 2-button 2-axis gamepads on an Y-cable
+ fcs | Thrustmaster FCS compatible joystick
+ chf | Joystick with a CH Flightstick compatible hat
+ fullchf | CH Flightstick compatible with two hats and 6 buttons
+ gamepad | 4/6-button n-axis gamepad
+ gamepad8 | 8-button 2-axis gamepad
+ In case your joystick doesn't fit in any of the above categories, you can
+specify the type as a number by combining the bits in the table below. This
+is not recommended unless you really know what are you doing. It's not
+dangerous, but not simple either.
+ Bit | Meaning
+ 0 | Axis X1
+ 1 | Axis Y1
+ 2 | Axis X2
+ 3 | Axis Y2
+ 4 | Button A
+ 5 | Button B
+ 6 | Button C
+ 7 | Button D
+ 8 | CHF Buttons X and Y
+ 9 | CHF Hat 1
+ 10 | CHF Hat 2
+ 11 | FCS Hat
+ 12 | Pad Button X
+ 13 | Pad Button Y
+ 14 | Pad Button U
+ 15 | Pad Button V
+ 16 | Saitek F1-F4 Buttons
+ 17 | Saitek Digital Mode
+ 19 | GamePad
+ 20 | Joy2 Axis X1
+ 21 | Joy2 Axis Y1
+ 22 | Joy2 Axis X2
+ 23 | Joy2 Axis Y2
+ 24 | Joy2 Button A
+ 25 | Joy2 Button B
+ 26 | Joy2 Button C
+ 27 | Joy2 Button D
+ 31 | Joy2 GamePad
+3.2 Microsoft SideWinder joysticks
+ Microsoft 'Digital Overdrive' protocol is supported by the sidewinder.c
+module. All currently supported joysticks:
+* Microsoft SideWinder 3D Pro
+* Microsoft SideWinder Force Feedback Pro
+* Microsoft SideWinder Force Feedback Wheel
+* Microsoft SideWinder FreeStyle Pro
+* Microsoft SideWinder GamePad (up to four, chained)
+* Microsoft SideWinder Precision Pro
+* Microsoft SideWinder Precision Pro USB
+ are autodetected, and thus no module parameters are needed.
+ There is one caveat with the 3D Pro. There are 9 buttons reported,
+although the joystick has only 8. The 9th button is the mode switch on the
+rear side of the joystick. However, moving it, you'll reset the joystick,
+and make it unresponsive for about a one third of a second. Furthermore, the
+joystick will also re-center itself, taking the position it was in during
+this time as a new center position. Use it if you want, but think first.
+ The SideWinder Standard is not a digital joystick, and thus is supported
+by the analog driver described above.
+3.3 Logitech ADI devices
+ Logitech ADI protocol is supported by the adi.c module. It should support
+any Logitech device using this protocol. This includes, but is not limited
+* Logitech CyberMan 2
+* Logitech ThunderPad Digital
+* Logitech WingMan Extreme Digital
+* Logitech WingMan Formula
+* Logitech WingMan Interceptor
+* Logitech WingMan GamePad
+* Logitech WingMan GamePad USB
+* Logitech WingMan GamePad Extreme
+* Logitech WingMan Extreme Digital 3D
+ ADI devices are autodetected, and the driver supports up to two (any
+combination of) devices on a single gameport, using an Y-cable or chained
+ Logitech WingMan Joystick, Logitech WingMan Attack, Logitech WingMan
+Extreme and Logitech WingMan ThunderPad are not digital joysticks and are
+handled by the analog driver described above. Logitech WingMan Warrior and
+Logitech Magellan are supported by serial drivers described below. Logitech
+WingMan Force and Logitech WingMan Formula Force are supported by the
+I-Force driver described below. Logitech CyberMan is not supported yet.
+3.4 Gravis GrIP
+ Gravis GrIP protocol is supported by the grip.c module. It currently
+* Gravis GamePad Pro
+* Gravis BlackHawk Digital
+* Gravis Xterminator
+* Gravis Xterminator DualControl
+ All these devices are autodetected, and you can even use any combination
+of up to two of these pads either chained together or using an Y-cable on a
+GrIP MultiPort isn't supported yet. Gravis Stinger is a serial device and is
+supported by the stinger driver. Other Gravis joysticks are supported by the
+3.5 FPGaming A3D and MadCatz A3D
+ The Assassin 3D protocol created by FPGaming, is used both by FPGaming
+themselves and is licensed to MadCatz. A3D devices are supported by the
+a3d.c module. It currently supports:
+* FPGaming Assassin 3D
+* MadCatz Panther
+* MadCatz Panther XL
+ All these devices are autodetected. Because the Assassin 3D and the Panther
+allow connecting analog joysticks to them, you'll need to load the analog
+driver as well to handle the attached joysticks.
+ The trackball should work with USB mousedev module as a normal mouse. See
+the USB documentation for how to setup an USB mouse.
+3.6 ThrustMaster DirectConnect (BSP)
+ The TM DirectConnect (BSP) protocol is supported by the tmdc.c
+module. This includes, but is not limited to:
+* ThrustMaster Millenium 3D Inceptor
+* ThrustMaster 3D Rage Pad
+* ThrustMaster Fusion Digital Game Pad
+ Devices not directly supported, but hopefully working are:
+* ThrustMaster FragMaster
+* ThrustMaster Attack Throttle
+ If you have one of these, contact me.
+ TMDC devices are autodetected, and thus no parameters to the module
+are needed. Up to two TMDC devices can be connected to one gameport, using
+3.7 Creative Labs Blaster
+ The Blaster protocol is supported by the cobra.c module. It supports only
+* Creative Blaster GamePad Cobra
+ Up to two of these can be used on a single gameport, using an Y-cable.
+3.8 Genius Digital joysticks
+ The Genius digitally communicating joysticks are supported by the gf2k.c
+module. This includes:
+* Genius Flight2000 F-23 joystick
+* Genius Flight2000 F-31 joystick
+* Genius G-09D gamepad
+ Other Genius digital joysticks are not supported yet, but support can be
+added fairly easily.
+3.9 InterAct Digital joysticks
+ The InterAct digitally communicating joysticks are supported by the
+interact.c module. This includes:
+* InterAct HammerHead/FX gamepad
+* InterAct ProPad8 gamepad
+ Other InterAct digital joysticks are not supported yet, but support can be
+added fairly easily.
+3.10 PDPI Lightning 4 gamecards
+ PDPI Lightning 4 gamecards are supported by the lightning.c module.
+Once the module is loaded, the analog driver can be used to handle the
+joysticks. Digitally communicating joystick will work only on port 0, while
+using Y-cables, you can connect up to 8 analog joysticks to a single L4
+card, 16 in case you have two in your system.
+3.11 Trident 4DWave / Aureal Vortex
+ Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipsets
+provide an "Enhanced Game Port" mode where the soundcard handles polling the
+joystick. This mode is supported by the pcigame.c module. Once loaded the
+analog driver can use the enhanced features of these gameports..
+3.13 Crystal SoundFusion
+ Soundcards with Crystal SoundFusion chipsets provide an "Enhanced Game
+Port", much like the 4DWave or Vortex above. This, and also the normal mode
+for the port of the SoundFusion is supported by the cs461x.c module.
+3.14 SoundBlaster Live!
+ The Live! has a special PCI gameport, which, although it doesn't provide
+any "Enhanced" stuff like 4DWave and friends, is quite a bit faster than
+it's ISA counterparts. It also requires special support, hence the
+emu10k1-gp.c module for it instead of the normal ns558.c one.
+3.15 SoundBlaster 64 and 128 - ES1370 and ES1371, ESS Solo1 and S3 SonicVibes
+ These PCI soundcards have specific gameports. They are handled by the
+sound drivers themselves. Make sure you select gameport support in the
+joystick menu and sound card support in the sound menu for your appropriate
+ Amiga joysticks, connected to an Amiga, are supported by the amijoy.c
+driver. Since they can't be autodetected, the driver has a command line.
+ a and b define the joysticks connected to the JOY0DAT and JOY1DAT ports of
+ Value | Joystick type
+ 0 | None
+ 1 | 1-button digital joystick
+ No more joystick types are supported now, but that should change in the
+future if I get an Amiga in the reach of my fingers.
+3.17 Game console and 8-bit pads and joysticks
+See joystick-parport.txt for more info.
+3.18 SpaceTec/LabTec devices
+ SpaceTec serial devices communicate using the SpaceWare protocol. It is
+supported by the spaceorb.c and spaceball.c drivers. The devices currently
+supported by spaceorb.c are:
+* SpaceTec SpaceBall Avenger
+* SpaceTec SpaceOrb 360
+Devices currently supported by spaceball.c are:
+* SpaceTec SpaceBall 4000 FLX
+ In addition to having the spaceorb/spaceball and serport modules in the
+kernel, you also need to attach a serial port to it. to do that, run the
+ inputattach --spaceorb /dev/tts/x &
+ inputattach --spaceball /dev/tts/x &
+where /dev/tts/x is the serial port which the device is connected to. After
+doing this, the device will be reported and will start working.
+ There is one caveat with the SpaceOrb. The button #6, the on the bottom
+side of the orb, although reported as an ordinary button, causes internal
+recentering of the spaceorb, moving the zero point to the position in which
+the ball is at the moment of pressing the button. So, think first before
+you bind it to some other function.
+SpaceTec SpaceBall 2003 FLX and 3003 FLX are not supported yet.
+3.19 Logitech SWIFT devices
+ The SWIFT serial protocol is supported by the warrior.c module. It
+currently supports only the:
+* Logitech WingMan Warrior
+but in the future, Logitech CyberMan (the original one, not CM2) could be
+supported as well. To use the module, you need to run inputattach after you
+insert/compile the module into your kernel:
+ inputattach --warrior /dev/tts/x &
+/dev/tts/x is the serial port your Warrior is attached to.
+3.20 Magellan / Space Mouse
+ The Magellan (or Space Mouse), manufactured by LogiCad3d (formerly Space
+Systems), for many other companies (Logitech, HP, ...) is supported by the
+joy-magellan module. It currently supports only the:
+* Magellan 3D
+* Space Mouse
+models, the additional buttons on the 'Plus' versions are not supported yet.
+ To use it, you need to attach the serial port to the driver using the
+ inputattach --magellan /dev/tts/x &
+command. After that the Magellan will be detected, initialized, will beep,
+and the /dev/input/jsX device should become usable.
+3.21 I-Force devices
+ All I-Force devices are supported by the iforce module. This includes:
+* AVB Mag Turbo Force
+* 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
+ 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.
+ 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! :)
+Q: Running 'jstest /dev/js0' results in "File not found" error. What's the
+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
+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.