| .. 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. | |
| Hardware-specific driver information | |
| ==================================== | |
| In this section each of the separate hardware specific drivers is described. | |
| Analog joysticks | |
| ---------------- | |
| The analog.c driver 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 a 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 a 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 a 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 | |
| a 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 a 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 chipset | |
| 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 one 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 | |
| * Boeder Force Feedback 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. |