| .. include:: <isonum.txt> |
| |
| .. _joystick-doc: |
| |
| Introduction |
| ============ |
| |
| 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. |
| |
| The mailing list for the project is: |
| |
| linux-input@vger.kernel.org |
| |
| send "subscribe linux-input" to majordomo@vger.kernel.org to subscribe to it. |
| |
| Usage |
| ===== |
| |
| For basic usage you just choose the right options in kernel config and |
| you should be set. |
| |
| Utilities |
| --------- |
| |
| For testing and other purposes (for example serial devices), there is a set |
| of utilities, such as ``jstest``, ``jscal``, and ``evtest``, |
| usually packaged as ``joystick``, ``input-utils``, ``evtest``, and so on. |
| |
| ``inputattach`` utility is required if your joystick is connected to a |
| serial port. |
| |
| Device nodes |
| ------------ |
| |
| For applications to be able to use the joysticks, device nodes should be |
| created in /dev. Normally it is done automatically by the system, but |
| it can also be done by hand:: |
| |
| cd /dev |
| rm js* |
| mkdir input |
| 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 |
| |
| 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 |
| your needs:: |
| |
| alias tty-ldisc-2 serport |
| alias char-major-13 input |
| above input joydev ns558 analog |
| options analog map=gamepad,none,2btn |
| |
| 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/input/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. |
| |
| Calibration |
| ----------- |
| |
| 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/input/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/input/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. |
| |
| HW specific driver information |
| ============================== |
| |
| In this section each of the separate hardware specific drivers is described. |
| |
| 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 |
| other system. |
| |
| 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 |
| parameters are:: |
| |
| analog.map=<type1>,<type2>,<type3>,.... |
| |
| '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 |
| ==== ========================= |
| |
| 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. |
| |
| 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 |
| to: |
| |
| * 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 |
| together. |
| |
| 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. |
| |
| Gravis GrIP |
| ----------- |
| |
| Gravis GrIP protocol is supported by the grip.c module. It currently |
| supports: |
| |
| * 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 |
| single gameport. |
| |
| 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 |
| analog driver. |
| |
| 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. |
| |
| ThrustMaster DirectConnect (BSP) |
| -------------------------------- |
| |
| The TM DirectConnect (BSP) protocol is supported by the tmdc.c |
| module. This includes, but is not limited to: |
| |
| * ThrustMaster Millennium 3D Interceptor |
| * 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 |
| an Y-cable. |
| |
| Creative Labs Blaster |
| --------------------- |
| |
| The Blaster protocol is supported by the cobra.c module. It supports only |
| the: |
| |
| * Creative Blaster GamePad Cobra |
| |
| Up to two of these can be used on a single gameport, using an Y-cable. |
| |
| 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. |
| |
| 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. |
| |
| 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. |
| |
| 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.. |
| |
| 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. |
| |
| 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 |
| its ISA counterparts. It also requires special support, hence the |
| emu10k1-gp.c module for it instead of the normal ns558.c one. |
| |
| 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 |
| card. |
| |
| Amiga |
| ----- |
| |
| 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: |
| |
| amijoy.map=<a>,<b> |
| |
| a and b define the joysticks connected to the JOY0DAT and JOY1DAT ports of |
| the Amiga. |
| |
| ====== =========================== |
| 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. |
| |
| Game console and 8-bit pads and joysticks |
| ----------------------------------------- |
| |
| These pads and joysticks are not designed for PCs and other computers |
| Linux runs on, and usually require a special connector for attaching |
| them through a parallel port. |
| |
| See :ref:`joystick-parport` for more info. |
| |
| 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 program:: |
| |
| inputattach --spaceorb /dev/tts/x & |
| |
| or:: |
| |
| 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. |
| |
| 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. |
| |
| 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. |
| |
| 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 |
| 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. |
| |
| 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. |
| |
| 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! :) |
| |
| FAQ |
| === |
| |
| :Q: Running 'jstest /dev/input/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. |