1 Linux Joystick driver v2.0.0
2 (c) 1996-2000 Vojtech Pavlik <vojtech@ucw.cz>
4 $Id: joystick.txt,v 1.12 2002/03/03 12:13:07 jdeneux Exp $
5 ----------------------------------------------------------------------------
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)
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
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
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
27 For your convenience, the GNU General Public License version 2 is included
28 in the package: See the file COPYING.
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.
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.
40 The input project website is at:
42 http://www.suse.cz/development/input/
43 http://atrey.karlin.mff.cuni.cz/~vojtech/input/
45 There is also a mailing list for the driver at:
47 listproc@atrey.karlin.mff.cuni.cz
49 send "subscribe linux-joystick Your Name" to subscribe to it.
53 For basic usage you just choose the right options in kernel config and
58 For testing and other purposes (for example serial devices), a set of
59 utilities is available at the abovementioned website. I suggest you download
60 and install it before going on.
64 For applications to be able to use the joysticks, in you don't use devfs,
65 you'll have to manually create these nodes in /dev:
70 mknod input/js0 c 13 0
71 mknod input/js1 c 13 1
72 mknod input/js2 c 13 2
73 mknod input/js3 c 13 3
79 For testing with inpututils it's also convenient to create these:
81 mknod input/event0 c 13 64
82 mknod input/event1 c 13 65
83 mknod input/event2 c 13 66
84 mknod input/event3 c 13 67
88 For all joystick drivers to function, you'll need the userland interface
89 module in kernel, either loaded or compiled in:
93 For gameport joysticks, you'll have to load the gameport driver as well;
97 And for serial port joysticks, you'll need the serial input line
98 discipline module loaded and the inputattach utility started:
101 inputattach -xxx /dev/tts/X &
103 In addition to that, you'll need the joystick driver module itself, most
104 usually you'll have an analog joystick:
108 For automatic module loading, something like this might work - tailor to
111 alias tty-ldisc-2 serport
112 alias char-major-13 input
113 above input joydev ns558 analog
114 options analog map=gamepad,none,2btn
116 2.5 Verifying that it works
117 ~~~~~~~~~~~~~~~~~~~~~~~~~~~
118 For testing the joystick driver functionality, there is the jstest
119 program in the utilities package. You run it by typing:
123 And it should show a line with the joystick values, which update as you
124 move the stick, and press its buttons. The axes should all be zero when the
125 joystick is in the center position. They should not jitter by themselves to
126 other close values, and they also should be steady in any other position of
127 the stick. They should have the full range from -32767 to 32767. If all this
128 is met, then it's all fine, and you can play the games. :)
130 If it's not, then there might be a problem. Try to calibrate the joystick,
131 and if it still doesn't work, read the drivers section of this file, the
132 troubleshooting section, and the FAQ.
136 For most joysticks you won't need any manual calibration, since the
137 joystick should be autocalibrated by the driver automagically. However, with
138 some analog joysticks, that either do not use linear resistors, or if you
139 want better precision, you can use the jscal program
143 included in the joystick package to set better correction coefficients than
144 what the driver would choose itself.
146 After calibrating the joystick you can verify if you like the new
147 calibration using the jstest command, and if you do, you then can save the
148 correction coefficients into a file
150 jscal -p /dev/js0 > /etc/joystick.cal
152 And add a line to your rc script executing that file
154 source /etc/joystick.cal
156 This way, after the next reboot your joystick will remain calibrated. You
157 can also add the jscal -p line to your shutdown script.
160 3. HW specific driver information
161 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
162 In this section each of the separate hardware specific drivers is described.
166 The analog.c uses the standard analog inputs of the gameport, and thus
167 supports all standard joysticks and gamepads. It uses a very advanced
168 routine for this, allowing for data precision that can't be found on any
171 It also supports extensions like additional hats and buttons compatible
172 with CH Flightstick Pro, ThrustMaster FCS or 6 and 8 button gamepads. Saitek
173 Cyborg 'digital' joysticks are also supported by this driver, because
174 they're basically souped up CHF sticks.
176 However the only types that can be autodetected are:
178 * 2-axis, 4-button joystick
179 * 3-axis, 4-button joystick
180 * 4-axis, 4-button joystick
181 * Saitek Cyborg 'digital' joysticks
183 For other joystick types (more/less axes, hats, and buttons) support
184 you'll need to specify the types either on the kernel command line or on the
185 module command line, when inserting analog into the kernel. The
188 analog.map=<type1>,<type2>,<type3>,....
190 'type' is type of the joystick from the table below, defining joysticks
191 present on gameports in the system, starting with gameport0, second 'type'
192 entry defining joystick on gameport1 and so on.
195 -----------------------------------
196 none | No analog joystick on that port
197 auto | Autodetect joystick
198 2btn | 2-button n-axis joystick
199 y-joy | Two 2-button 2-axis joysticks on an Y-cable
200 y-pad | Two 2-button 2-axis gamepads on an Y-cable
201 fcs | Thrustmaster FCS compatible joystick
202 chf | Joystick with a CH Flightstick compatible hat
203 fullchf | CH Flightstick compatible with two hats and 6 buttons
204 gamepad | 4/6-button n-axis gamepad
205 gamepad8 | 8-button 2-axis gamepad
207 In case your joystick doesn't fit in any of the above categories, you can
208 specify the type as a number by combining the bits in the table below. This
209 is not recommended unless you really know what are you doing. It's not
210 dangerous, but not simple either.
213 --------------------------
222 8 | CHF Buttons X and Y
230 16 | Saitek F1-F4 Buttons
231 17 | Saitek Digital Mode
243 3.2 Microsoft SideWinder joysticks
244 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
245 Microsoft 'Digital Overdrive' protocol is supported by the sidewinder.c
246 module. All currently supported joysticks:
248 * Microsoft SideWinder 3D Pro
249 * Microsoft SideWinder Force Feedback Pro
250 * Microsoft SideWinder Force Feedback Wheel
251 * Microsoft SideWinder FreeStyle Pro
252 * Microsoft SideWinder GamePad (up to four, chained)
253 * Microsoft SideWinder Precision Pro
254 * Microsoft SideWinder Precision Pro USB
256 are autodetected, and thus no module parameters are needed.
258 There is one caveat with the 3D Pro. There are 9 buttons reported,
259 although the joystick has only 8. The 9th button is the mode switch on the
260 rear side of the joystick. However, moving it, you'll reset the joystick,
261 and make it unresponsive for about a one third of a second. Furthermore, the
262 joystick will also re-center itself, taking the position it was in during
263 this time as a new center position. Use it if you want, but think first.
265 The SideWinder Standard is not a digital joystick, and thus is supported
266 by the analog driver described above.
268 3.3 Logitech ADI devices
269 ~~~~~~~~~~~~~~~~~~~~~~~~
270 Logitech ADI protocol is supported by the adi.c module. It should support
271 any Logitech device using this protocol. This includes, but is not limited
274 * Logitech CyberMan 2
275 * Logitech ThunderPad Digital
276 * Logitech WingMan Extreme Digital
277 * Logitech WingMan Formula
278 * Logitech WingMan Interceptor
279 * Logitech WingMan GamePad
280 * Logitech WingMan GamePad USB
281 * Logitech WingMan GamePad Extreme
282 * Logitech WingMan Extreme Digital 3D
284 ADI devices are autodetected, and the driver supports up to two (any
285 combination of) devices on a single gameport, using an Y-cable or chained
288 Logitech WingMan Joystick, Logitech WingMan Attack, Logitech WingMan
289 Extreme and Logitech WingMan ThunderPad are not digital joysticks and are
290 handled by the analog driver described above. Logitech WingMan Warrior and
291 Logitech Magellan are supported by serial drivers described below. Logitech
292 WingMan Force and Logitech WingMan Formula Force are supported by the
293 I-Force driver described below. Logitech CyberMan is not supported yet.
297 Gravis GrIP protocol is supported by the grip.c module. It currently
301 * Gravis BlackHawk Digital
303 * Gravis Xterminator DualControl
305 All these devices are autodetected, and you can even use any combination
306 of up to two of these pads either chained together or using an Y-cable on a
309 GrIP MultiPort isn't supported yet. Gravis Stinger is a serial device and is
310 supported by the stinger driver. Other Gravis joysticks are supported by the
313 3.5 FPGaming A3D and MadCatz A3D
314 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
315 The Assassin 3D protocol created by FPGaming, is used both by FPGaming
316 themselves and is licensed to MadCatz. A3D devices are supported by the
317 a3d.c module. It currently supports:
319 * FPGaming Assassin 3D
323 All these devices are autodetected. Because the Assassin 3D and the Panther
324 allow connecting analog joysticks to them, you'll need to load the analog
325 driver as well to handle the attached joysticks.
327 The trackball should work with USB mousedev module as a normal mouse. See
328 the USB documentation for how to setup an USB mouse.
330 3.6 ThrustMaster DirectConnect (BSP)
331 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
332 The TM DirectConnect (BSP) protocol is supported by the tmdc.c
333 module. This includes, but is not limited to:
335 * ThrustMaster Millenium 3D Inceptor
336 * ThrustMaster 3D Rage Pad
337 * ThrustMaster Fusion Digital Game Pad
339 Devices not directly supported, but hopefully working are:
341 * ThrustMaster FragMaster
342 * ThrustMaster Attack Throttle
344 If you have one of these, contact me.
346 TMDC devices are autodetected, and thus no parameters to the module
347 are needed. Up to two TMDC devices can be connected to one gameport, using
350 3.7 Creative Labs Blaster
351 ~~~~~~~~~~~~~~~~~~~~~~~~~
352 The Blaster protocol is supported by the cobra.c module. It supports only
355 * Creative Blaster GamePad Cobra
357 Up to two of these can be used on a single gameport, using an Y-cable.
359 3.8 Genius Digital joysticks
360 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
361 The Genius digitally communicating joysticks are supported by the gf2k.c
362 module. This includes:
364 * Genius Flight2000 F-23 joystick
365 * Genius Flight2000 F-31 joystick
366 * Genius G-09D gamepad
368 Other Genius digital joysticks are not supported yet, but support can be
371 3.9 InterAct Digital joysticks
372 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
373 The InterAct digitally communicating joysticks are supported by the
374 interact.c module. This includes:
376 * InterAct HammerHead/FX gamepad
377 * InterAct ProPad8 gamepad
379 Other InterAct digital joysticks are not supported yet, but support can be
382 3.10 PDPI Lightning 4 gamecards
383 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
384 PDPI Lightning 4 gamecards are supported by the lightning.c module.
385 Once the module is loaded, the analog driver can be used to handle the
386 joysticks. Digitally communicating joystick will work only on port 0, while
387 using Y-cables, you can connect up to 8 analog joysticks to a single L4
388 card, 16 in case you have two in your system.
390 3.11 Trident 4DWave / Aureal Vortex
391 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
392 Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipsets
393 provide an "Enhanced Game Port" mode where the soundcard handles polling the
394 joystick. This mode is supported by the pcigame.c module. Once loaded the
395 analog driver can use the enhanced features of these gameports..
397 3.13 Crystal SoundFusion
398 ~~~~~~~~~~~~~~~~~~~~~~~~
399 Soundcards with Crystal SoundFusion chipsets provide an "Enhanced Game
400 Port", much like the 4DWave or Vortex above. This, and also the normal mode
401 for the port of the SoundFusion is supported by the cs461x.c module.
403 3.14 SoundBlaster Live!
404 ~~~~~~~~~~~~~~~~~~~~~~~~
405 The Live! has a special PCI gameport, which, although it doesn't provide
406 any "Enhanced" stuff like 4DWave and friends, is quite a bit faster than
407 it's ISA counterparts. It also requires special support, hence the
408 emu10k1-gp.c module for it instead of the normal ns558.c one.
410 3.15 SoundBlaster 64 and 128 - ES1370 and ES1371, ESS Solo1 and S3 SonicVibes
411 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
412 These PCI soundcards have specific gameports. They are handled by the
413 sound drivers themselves. Make sure you select gameport support in the
414 joystick menu and sound card support in the sound menu for your appropriate
419 Amiga joysticks, connected to an Amiga, are supported by the amijoy.c
420 driver. Since they can't be autodetected, the driver has a command line.
424 a and b define the joysticks connected to the JOY0DAT and JOY1DAT ports of
427 Value | Joystick type
428 ---------------------
430 1 | 1-button digital joystick
432 No more joystick types are supported now, but that should change in the
433 future if I get an Amiga in the reach of my fingers.
435 3.17 Game console and 8-bit pads and joysticks
436 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
437 See joystick-parport.txt for more info.
439 3.18 SpaceTec/LabTec devices
440 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
441 SpaceTec serial devices communicate using the SpaceWare protocol. It is
442 supported by the spaceorb.c and spaceball.c drivers. The devices currently
443 supported by spaceorb.c are:
445 * SpaceTec SpaceBall Avenger
446 * SpaceTec SpaceOrb 360
448 Devices currently supported by spaceball.c are:
450 * SpaceTec SpaceBall 4000 FLX
452 In addition to having the spaceorb/spaceball and serport modules in the
453 kernel, you also need to attach a serial port to it. to do that, run the
456 inputattach --spaceorb /dev/tts/x &
458 inputattach --spaceball /dev/tts/x &
460 where /dev/tts/x is the serial port which the device is connected to. After
461 doing this, the device will be reported and will start working.
463 There is one caveat with the SpaceOrb. The button #6, the on the bottom
464 side of the orb, although reported as an ordinary button, causes internal
465 recentering of the spaceorb, moving the zero point to the position in which
466 the ball is at the moment of pressing the button. So, think first before
467 you bind it to some other function.
469 SpaceTec SpaceBall 2003 FLX and 3003 FLX are not supported yet.
471 3.19 Logitech SWIFT devices
472 ~~~~~~~~~~~~~~~~~~~~~~~~~~~
473 The SWIFT serial protocol is supported by the warrior.c module. It
474 currently supports only the:
476 * Logitech WingMan Warrior
478 but in the future, Logitech CyberMan (the original one, not CM2) could be
479 supported as well. To use the module, you need to run inputattach after you
480 insert/compile the module into your kernel:
482 inputattach --warrior /dev/tts/x &
484 /dev/tts/x is the serial port your Warrior is attached to.
486 3.20 Magellan / Space Mouse
487 ~~~~~~~~~~~~~~~~~~~~~~~~~~~
488 The Magellan (or Space Mouse), manufactured by LogiCad3d (formerly Space
489 Systems), for many other companies (Logitech, HP, ...) is supported by the
490 joy-magellan module. It currently supports only the:
495 models, the additional buttons on the 'Plus' versions are not supported yet.
497 To use it, you need to attach the serial port to the driver using the
499 inputattach --magellan /dev/tts/x &
501 command. After that the Magellan will be detected, initialized, will beep,
502 and the /dev/input/jsX device should become usable.
506 All I-Force devices are supported by the iforce module. This includes:
508 * AVB Mag Turbo Force
509 * AVB Top Shot Pegasus
510 * AVB Top Shot Force Feedback Racing Wheel
511 * Logitech WingMan Force
512 * Logitech WingMan Force Wheel
513 * Guillemot Race Leader Force Feedback
514 * Guillemot Force Feedback Racing Wheel
515 * Thrustmaster Motor Sport GT
517 To use it, you need to attach the serial port to the driver using the
519 inputattach --iforce /dev/tts/x &
521 command. After that the I-Force device will be detected, and the
522 /dev/input/jsX device should become usable.
524 In case you're using the device via the USB port, the inputattach command
527 The I-Force driver now supports force feedback via the event interface.
529 Please note that Logitech WingMan *3D devices are _not_ supported by this
530 module, rather by hid. Force feedback is not supported for those devices.
531 Logitech gamepads are also hid devices.
533 3.22 Gravis Stinger gamepad
534 ~~~~~~~~~~~~~~~~~~~~~~~~~~~
535 The Gravis Stinger serial port gamepad, designed for use with laptop
536 computers, is supported by the stinger.c module. To use it, attach the
537 serial port to the driver using:
539 inputattach --stinger /dev/tty/x &
541 where x is the number of the serial port.
545 There is quite a high probability that you run into some problems. For
546 testing whether the driver works, if in doubt, use the jstest utility in
547 some of its modes. The most useful modes are "normal" - for the 1.x
548 interface, and "old" for the "0.x" interface. You run it by typing:
550 jstest --normal /dev/input/js0
551 jstest --old /dev/input/js0
553 Additionally you can do a test with the evtest utility:
555 evtest /dev/input/event0
557 Oh, and read the FAQ! :)
561 Q: Running 'jstest /dev/js0' results in "File not found" error. What's the
563 A: The device files don't exist. Create them (see section 2.2).
565 Q: Is it possible to connect my old Atari/Commodore/Amiga/console joystick
566 or pad that uses a 9-pin D-type cannon connector to the serial port of my
568 A: Yes, it is possible, but it'll burn your serial port or the pad. It
569 won't work, of course.
571 Q: My joystick doesn't work with Quake / Quake 2. What's the cause?
572 A: Quake / Quake 2 don't support joystick. Use joy2key to simulate keypresses
575 6. Programming Interface
576 ~~~~~~~~~~~~~~~~~~~~~~~~
577 The 1.0 driver uses a new, event based approach to the joystick driver.
578 Instead of the user program polling for the joystick values, the joystick
579 driver now reports only any changes of its state. See joystick-api.txt,
580 joystick.h and jstest.c included in the joystick package for more
581 information. The joystick device can be used in either blocking or
582 nonblocking mode and supports select() calls.
584 For backward compatibility the old (v0.x) interface is still included.
585 Any call to the joystick driver using the old interface will return values
586 that are compatible to the old interface. This interface is still limited
587 to 2 axes, and applications using it usually decode only 2 buttons, although
588 the driver provides up to 32.