1 Linux Joystick driver v2.0.0
2 (c) 1996-2000 Vojtech Pavlik <vojtech@suse.cz>
4 ----------------------------------------------------------------------------
8 This program is free software; you can redistribute it and/or modify it
9 under the terms of the GNU General Public License as published by the Free
10 Software Foundation; either version 2 of the License, or (at your option)
13 This program is distributed in the hope that it will be useful, but
14 WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
18 You should have received a copy of the GNU General Public License along
19 with this program; if not, write to the Free Software Foundation, Inc., 59
20 Temple Place, Suite 330, Boston, MA 02111-1307 USA
22 Should you need to contact me, the author, you can do so either by e-mail
23 - mail your message to <vojtech@suse.cz>, or by paper mail: Vojtech Pavlik,
24 Ucitelska 1576, Prague 8, 182 00 Czech Republic
26 For your convenience, the GNU General Public License version 2 is included
27 in the package: See the file COPYING.
31 The joystick driver for Linux provides support for a variety of joysticks
32 and similar devices. It is based on a larger project aiming to support all
33 input devices in Linux.
35 Should you encounter any problems while using the driver, or joysticks
36 this driver can't make complete use of, I'm very interested in hearing about
37 them. Bug reports and success stories are also welcome.
39 The input project website is at:
41 http://www.suse.cz/development/input/
42 http://atrey.karlin.mff.cuni.cz/~vojtech/input/
44 There is also a mailing list for the driver at:
46 listproc@atrey.karlin.mff.cuni.cz
48 send "subscribe linux-joystick Your Name" to subscribe to it.
52 For basic usage you just choose the right options in kernel config and
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.
63 For applications to be able to use the joysticks, in you don't use devfs,
64 you'll have to manually create these nodes in /dev:
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
78 For testing with inpututils it's also convenient to create these:
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
87 For all joystick drivers to function, you'll need the userland interface
88 module in kernel, either loaded or compiled in:
92 For gameport joysticks, you'll have to load the gameport driver as well;
96 And for serial port joysticks, you'll need the serial input line
97 discipline module loaded and the inputattach utility started:
100 inputattach -xxx /dev/tts/X &
102 In addition to that, you'll need the joystick driver module itself, most
103 usually you'll have an analog joystick:
107 For automatic module loading, something like this might work:
109 alias tty-ldisc-2 serport
110 alias char-major-13 joydev ns558 analog
112 2.5 Verifying that it works
113 ~~~~~~~~~~~~~~~~~~~~~~~~~~~
114 For testing the joystick driver functionality, there is the jstest
115 program in the utilities package. You run it by typing:
119 And it should show a line with the joystick values, which update as you
120 move the stick, and press its buttons. The axes should all be zero when the
121 joystick is in the center position. They should not jitter by themselves to
122 other close values, and they also should be steady in any other position of
123 the stick. They should have the full range from -32767 to 32767. If all this
124 is met, then it's all fine, and you can play the games. :)
126 If it's not, then there might be a problem. Try to calibrate the joystick,
127 and if it still doesn't work, read the drivers section of this file, the
128 troubleshooting section, and the FAQ.
132 For most joysticks you won't need any manual calibration, since the
133 joystick should be autocalibrated by the driver automagically. However, with
134 some analog joysticks, that either do not use linear resistors, or if you
135 want better precision, you can use the jscal program
139 included in the joystick package to set better correction coefficients than
140 what the driver would choose itself.
142 After calibrating the joystick you can verify if you like the new
143 calibration using the jstest command, and if you do, you then can save the
144 correction coefficients into a file
146 jscal -p /dev/js0 > /etc/joystick.cal
148 And add a line to your rc script executing that file
150 source /etc/joystick.cal
152 This way, after the next reboot your joystick will remain calibrated. You
153 can also add the jscal -p line to your shutdown script.
156 3. HW specific driver information
157 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
158 In this section each of the separate hardware specific drivers is described.
162 The analog.c uses the standard analog inputs of the gameport, and thus
163 supports all standard joysticks and gamepads. It uses a very advanced
164 routine for this, allowing for data precision that can't be found on any
167 It also supports extensions like additional hats and buttons compatible
168 with CH Flightstick Pro, ThrustMaster FCS or 6 and 8 button gamepads. Saitek
169 Cyborg 'digital' joysticks are also supported by this driver, because
170 they're basically souped up CHF sticks.
172 However the only types that can be autodetected are:
174 * 2-axis, 4-button joystick
175 * 3-axis, 4-button joystick
176 * 4-axis, 4-button joystick
177 * Saitek Cyborg 'digital' joysticks
179 For other joystick types (more/less axes, hats, and buttons) support
180 you'll need to specify the types either on the kernel command line or on the
181 module command line, when inserting analog.o into the kernel. The
184 js=type,type,type,....
186 'type' is type of the joystick from the table below, defining joysticks
187 present on gameports in the system, starting with gameport0, second 'type'
188 entry defining joystick on gameport1 and so on.
191 -----------------------------------
192 none | No analog joystick on that port
193 auto | Autodetect joystick
194 2btn | 2-button n-axis joystick
195 y-joy | Two 2-button 2-axis joysticks on an Y-cable
196 y-pad | Two 2-button 2-axis gamepads on an Y-cable
197 fcs | Thrustmaster FCS compatible joystick
198 chf | Joystick with a CH Flightstick compatible hat
199 fullchf | CH Flightstick compatible with two hats and 6 buttons
200 gamepad | 4/6-button n-axis gamepad
201 gamepad8 | 8-button 2-axis gamepad
203 In case your joystick doesn't fit in any of the above categories, you can
204 specify the type as a number by combining the bits in the table below. This
205 is not recommended unless you really know what are you doing. It's not
206 dangerous, but not simple either.
209 --------------------------
218 8 | CHF Buttons X and Y
226 16 | Saitek F1-F4 Buttons
227 17 | Saitek Digital Mode
239 3.2 Microsoft SideWinder joysticks
240 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
241 Microsoft 'Digital Overdrive' protocol is supported by the sidewinder.c
242 module. All currently supported joysticks:
244 * Microsoft SideWinder 3D Pro
245 * Microsoft SideWinder Force Feedback Pro
246 * Microsoft SideWinder Force Feedback Wheel
247 * Microsoft SideWinder FreeStyle Pro
248 * Microsoft SideWinder GamePad (up to four, chained)
249 * Microsoft SideWinder Precision Pro
250 * Microsoft SideWinder Precision Pro USB
252 are autodetected, and thus no module parameters are needed.
254 There is one caveat with the 3D Pro. There are 9 buttons reported,
255 although the joystick has only 8. The 9th button is the mode switch on the
256 rear side of the joystick. However, moving it, you'll reset the joystick,
257 and make it unresponsive for about a one third of a second. Furthermore, the
258 joystick will also re-center itself, taking the position it was in during
259 this time as a new center position. Use it if you want, but think first.
261 The SideWinder Standard is not a digital joystick, and thus is supported
262 by the analog driver described above.
264 3.3 Logitech ADI devices
265 ~~~~~~~~~~~~~~~~~~~~~~~~
266 Logitech ADI protocol is supported by the adi.c module. It should support
267 any Logitech device using this protocol. This includes, but is not limited
270 * Logitech CyberMan 2
271 * Logitech ThunderPad Digital
272 * Logitech WingMan Extreme Digital
273 * Logitech WingMan Formula
274 * Logitech WingMan Interceptor
275 * Logitech WingMan GamePad
276 * Logitech WingMan GamePad USB
277 * Logitech WingMan GamePad Extreme
278 * Logitech WingMan Extreme Digital 3D
280 ADI devices are autodetected, and the driver supports up to two (any
281 combination of) devices on a single gameport, using an Y-cable or chained
284 Logitech WingMan Joystick, Logitech WingMan Attack, Logitech WingMan
285 Extreme and Logitech WingMan ThunderPad are not digital joysticks and are
286 handled by the analog driver described above. Logitech WingMan Warrior and
287 Logitech Magellan are supported by serial drivers described below. Logitech
288 WingMan Force and Logitech WingMan Formula Force are supported by the
289 I-Force driver described below. Logitech CyberMan is not supported yet.
293 Gravis GrIP protocol is supported by the grip.c module. It currently
297 * Gravis BlackHawk Digital
299 * Gravis Xterminator DualControl
301 All these devices are autodetected, and you can even use any combination
302 of up to two of these pads either chained together or using an Y-cable on a
305 GrIP MultiPort isn't supported yet. Gravis Stinger is a serial device and
306 hopefully will be supported soon. Other Gravis joysticks are supported by
309 3.5 FPGaming A3D and MadCatz A3D
310 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
311 The Assassin 3D protocol created by FPGaming, is used both by FPGaming
312 themselves and is licensed to MadCatz. A3D devices are supported by the
313 a3d.c module. It currently supports:
315 * FPGaming Assassin 3D
319 All these devices are autodetected. Because the Assassin 3D and the Panther
320 allow connecting analog joysticks to them, you'll need to load the analog
321 driver as well to handle the attached joysticks.
323 The trackball should work with USB mousedev module as a normal mouse. See
324 the USB documentation for how to setup an USB mouse.
326 3.6 ThrustMaster DirectConnect (BSP)
327 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
328 The TM DirectConnect (BSP) protocol is supported by the tmdc.c
329 module. This includes, but is not limited to:
331 * ThrustMaster Millenium 3D Inceptor
332 * ThrustMaster 3D Rage Pad
333 * ThrustMaster Fusion Digital Game Pad
335 Devices not directly supported, but hopefully working are:
337 * ThrustMaster FragMaster
338 * ThrustMaster Attack Throttle
340 If you have one of these, contact me.
342 BSP devices are autodetected, and thus no parameters to the module
343 are needed. Up to two TMDC devices can be connected to one gameport, using
346 3.7 Creative Labs Blaster
347 ~~~~~~~~~~~~~~~~~~~~~~~~~
348 The Blaster protocol is supported by the cobra.c module. It supports only
351 * Creative Blaster GamePad Cobra
353 Up to two of these can be used on a single gameport, using an Y-cable.
355 3.8 Genius Digital joysticks
356 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
357 The Genius digitally communicating joysticks are supported by the gf2k.c
358 module. This includes:
360 * Genius Flight2000 F-23 joystick
361 * Genius Flight2000 F-31 joystick
362 * Genius G-09D gamepad
364 Other Genius digital joysticks are not supported yet, but support can be
367 3.9 InterAct Digital joysticks
368 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
369 The InterAct digitally communicating joysticks are supported by the
370 interact.c module. This includes:
372 * InterAct HammerHead/FX gamepad
373 * InterAct ProPad8 gamepad
375 Other InterAct digital joysticks are not supported yet, but support can be
378 3.10 PDPI Lightning 4 gamecards
379 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
380 PDPI Lightning 4 gamecards are supported by the lightning.c module.
381 Once the module is loaded, the analog driver can be used to handle the
382 joysticks. Digitally communicating joystick will work only on port 0, while
383 using Y-cables, you can connect up to 8 analog joysticks to a single L4
384 card, 16 in case you have two in your system.
386 3.11 Trident 4DWave / Aureal Vortex
387 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
388 Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipsets
389 provide an "Enhanced Game Port" mode where the soundcard handles polling the
390 joystick. This mode is supported by the pcigame.c module. Once loaded the
391 analog driver can use the enhanced features of these gameports..
395 Amiga joysticks, connected to an Amiga, are supported by the amijoy.c
396 driver. Since they can't be autodetected, the driver has a command line.
400 a and b define the joysticks connected to the JOY0DAT and JOY1DAT ports of
403 Value | Joystick type
404 ---------------------
406 1 | 1-button digital joystick
408 No more joystick types are supported now, but that should change in the
409 future if I get an Amiga in the reach of my fingers.
411 3.13 Game console and 8-bit pads and joysticks
412 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
413 See joystick-parport.txt for more info.
415 3.14 SpaceTec/LabTec devices
416 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
417 SpaceTec serial devices communicate using the SpaceWare protocol. It is
418 supported by the spaceorb.c and spaceball.c drivers. The devices currently
419 supported by spaceorb.c are:
421 * SpaceTec SpaceBall Avenger
422 * SpaceTec SpaceOrb 360
424 Devices currently supported by spaceball.c are:
426 * SpaceTec SpaceBall 4000 FLX
428 In addition to having the spaceorb/spaceball and serport modules in the
429 kernel, you also need to attach a serial port to it. to do that, run the
432 inputattach --spaceorb /dev/tts/x &
434 jsattach --spaceball /dev/tts/x &
436 where /dev/tts/x is the serial port which the device is connected to. After
437 doing this, the device will be reported and will start working.
439 There is one caveat with the SpaceOrb. The button #6, the on the bottom
440 side of the orb, although reported as an ordinary button, causes internal
441 recentering of the spaceorb, moving the zero point to the position in which
442 the ball is at the moment of pressing the button. So, think first before
443 you bind it to some other function.
445 SpaceTec SpaceBall 2003 FLX and 3003 FLX are not supported yet.
447 3.15 Logitech SWIFT devices
448 ~~~~~~~~~~~~~~~~~~~~~~~~~~~
449 The SWIFT serial protocol is supported by the warrior.c module. It
450 currently supports only the:
452 * Logitech WingMan Warrior
454 but in the future, Logitech CyberMan (the original one, not CM2) could be
455 supported as well. To use the module, you need to run jsattach after you
456 insert/compile the module into your kernel:
458 inputattach --warrior /dev/tts/x &
460 /dev/tts/x is the serial port your Warrior is attached to.
462 3.16 Magellan / Space Mouse
463 ~~~~~~~~~~~~~~~~~~~~~~~~~~~
464 The Magellan (or Space Mouse), manufactured by LogiCad3d (formerly Space
465 Systems), for many other companies (Logitech, HP, ...) is supported by the
466 joy-magellan module. It currently supports only the:
471 models, the additional buttons on the 'Plus' versions are not supported yet.
473 To use it, you need to attach the serial port to the driver using the
475 inputattach --magellan /dev/tts/x &
477 command. After that the Magellan will be detected, initialized, will beep,
478 and the /dev/input/jsX device should become usable.
482 All I-Force devices ale supported by the iforce.c module. This includes,
483 but is not limited to:
485 * Logitech WingMan Force
486 * Logitech WingMan Force Wheel
487 * Guillemot Race Leader wheel
489 To use it, you need to attach the serial port to the driver using the
491 inputattach --iforce /dev/tts/x &
493 command. After that the I-Force device will be detected, and the
494 /dev/input/jsX device should become usable.
496 In case you're using the device via the USB port, the inputattach command
501 There is quite a high probability that you run into some problems. For
502 testing whether the driver works, if in doubt, use the jstest utility in
503 some of its modes. The most useful modes are "normal" - for the 1.x
504 interface, and "old" for the "0.x" interface. You run it by typing:
506 jstest --normal /dev/input/js0
507 jstest --old /dev/input/js0
509 Additionally you can do a test with the evtest utility:
511 evtest /dev/input/event0
513 Oh, and read the FAQ! :)
517 Q: Running 'jstest /dev/js0' results in "File not found" error. What's the
519 A: The device files don't exist. Create them (see section 2.2).
521 Q: Is it possible to connect my old Atari/Commodore/Amiga/console joystick
522 or pad that uses a 9-pin D-type cannon connector to the serial port of my
524 A: Yes, it is possible, but it'll burn your serial port or the pad. It
525 won't work, of course.
527 Q: My joystick doesn't work with Quake / Quake 2. What's the cause?
528 A: Quake / Quake 2 don't support joystick. Use joy2key to simulate keypresses
531 6. Programming Interface
532 ~~~~~~~~~~~~~~~~~~~~~~~~
533 The 1.0 driver uses a new, event based approach to the joystick driver.
534 Instead of the user program polling for the joystick values, the joystick
535 driver now reports only any changes of its state. See joystick-api.txt,
536 joystick.h and jstest.c included in the joystick package for more
537 information. The joystick device can be used in either blocking or
538 nonblocking mode and supports select() calls.
540 For backward compatibility the old (v0.x) interface is still included.
541 Any call to the joystick driver using the old interface will return values
542 that are compatible to the old interface. This interface is still limited
543 to 2 axes, and applications using it usually decode only 2 buttons, although
544 the driver provides up to 32.
548 Thanks to the following people who contributed code, ideas or specifications
549 to the joystick driver development:
551 Arthur C. Smith <asmith@cbnewsd.att.com>
552 Eyal Lebedinsky <eyal@eyal.emu.id.au>
553 Jeff Tranter <tranter@software.mitel.com>
554 Carlos Puchol <cpg@cs.utexas.edu>
555 Matt Rhoten <mrhoten@oz.net>
556 Dan Fandrich <dan@fch.wimsey.bc.ca>
557 Sverker Wilberg <sverkerw@manila.docs.uu.se>
558 Hal Maney <maney@norden.com>
559 Bernd Schmidt <crux@pool.informatik.rwth-aachen.de>
560 Alan Cox <alan@lxorguk.ukuu.org.uk>
561 John Markus Bjorndalen <johnm@cs.uit.no>
562 Boris Muehmer <mhs@cybernet-ag.de>
563 Robert W. Grubbs <rwgrubbs@vt.edu>
564 Pete Chown <pete.chown@skygate.co.uk>
565 Benji York <benji@cookeville.com>
566 Leslie F. Donaldson <donaldlf@cs.rose-hulman.edu>
567 Eng-Jon Ong <ongej@dcs.qmw.ac.uk>
568 Ragnar Hojland Espinosa <ragnar@macula.net>
569 Brian Gerst <bgerst@quark.vpplus.com>
570 Andree Borrmann <a.borrmann@tu-bs.de>
571 Martin Giguere <zefrench@hotmail.com>
572 David Thompson <dcthomp@mail.utexas.edu>
573 Justin Wake <spectre@telefragged.com>
574 Benoit Triquet <benoit@adsl-216-100-248-201.dsl.pacbell.net>
575 John Dahlstrom <jodaman@bradley.edu>
576 Dan Gohman <gohmandj@mrs.umn.edu>
577 Joe Krahn <krahn@niehs.nih.gov>
578 David Kuder <alphagod@penguinpowered.com>
579 Raymond Ingles <sorceror@tir.com>
581 If you think you should be in this list and are not, it's possible that
582 I forgot to include you - contact me and I'll correct the error. :)