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			18 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
			
		
		
	
	
			586 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
| .. include:: <isonum.txt>
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| 
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| .. _joystick-doc:
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| 
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| Introduction
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| ============
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| 
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| The joystick driver for Linux provides support for a variety of joysticks
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| and similar devices. It is based on a larger project aiming to support all
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| input devices in Linux.
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| 
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| The mailing list for the project is:
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| 
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| 	linux-input@vger.kernel.org
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| 
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| send "subscribe linux-input" to majordomo@vger.kernel.org to subscribe to it.
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| 
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| Usage
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| =====
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| 
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| For basic usage you just choose the right options in kernel config and
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| you should be set.
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| 
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| Utilities
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| ---------
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| 
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| For testing and other purposes (for example serial devices), there is a set
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| of utilities, such as ``jstest``, ``jscal``, and ``evtest``,
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| usually packaged as ``joystick``, ``input-utils``, ``evtest``, and so on.
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| 
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| ``inputattach`` utility is required if your joystick is connected to a
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| serial port.
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| 
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| Device nodes
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| ------------
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| 
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| For applications to be able to use the joysticks, device nodes should be
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| created in /dev. Normally it is done automatically by the system, but
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| it can also be done by hand::
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| 
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|     cd /dev
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|     rm js*
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|     mkdir input
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|     mknod input/js0 c 13 0
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|     mknod input/js1 c 13 1
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|     mknod input/js2 c 13 2
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|     mknod input/js3 c 13 3
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|     ln -s input/js0 js0
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|     ln -s input/js1 js1
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|     ln -s input/js2 js2
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|     ln -s input/js3 js3
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| 
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| For testing with inpututils it's also convenient to create these::
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| 
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|     mknod input/event0 c 13 64
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|     mknod input/event1 c 13 65
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|     mknod input/event2 c 13 66
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|     mknod input/event3 c 13 67
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| 
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| Modules needed
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| --------------
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| 
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| For all joystick drivers to function, you'll need the userland interface
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| module in kernel, either loaded or compiled in::
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| 
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| 	modprobe joydev
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| 
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| For gameport joysticks, you'll have to load the gameport driver as well::
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| 
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| 	modprobe ns558
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| 
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| And for serial port joysticks, you'll need the serial input line
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| discipline module loaded and the inputattach utility started::
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| 
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| 	modprobe serport
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| 	inputattach -xxx /dev/tts/X &
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| 
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| In addition to that, you'll need the joystick driver module itself, most
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| usually you'll have an analog joystick::
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| 
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| 	modprobe analog
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| 
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| For automatic module loading, something like this might work - tailor to
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| your needs::
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| 
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| 	alias tty-ldisc-2 serport
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| 	alias char-major-13 input
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| 	above input joydev ns558 analog
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| 	options analog map=gamepad,none,2btn
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| 
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| Verifying that it works
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| -----------------------
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| 
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| For testing the joystick driver functionality, there is the jstest
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| program in the utilities package. You run it by typing::
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| 
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| 	jstest /dev/input/js0
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| 
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| And it should show a line with the joystick values, which update as you
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| move the stick, and press its buttons. The axes should all be zero when the
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| joystick is in the center position. They should not jitter by themselves to
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| other close values, and they also should be steady in any other position of
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| the stick. They should have the full range from -32767 to 32767. If all this
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| is met, then it's all fine, and you can play the games. :)
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| 
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| If it's not, then there might be a problem. Try to calibrate the joystick,
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| and if it still doesn't work, read the drivers section of this file, the
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| troubleshooting section, and the FAQ.
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| 
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| Calibration
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| -----------
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| 
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| For most joysticks you won't need any manual calibration, since the
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| joystick should be autocalibrated by the driver automagically. However, with
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| some analog joysticks, that either do not use linear resistors, or if you
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| want better precision, you can use the jscal program::
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| 
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| 	jscal -c /dev/input/js0
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| 
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| included in the joystick package to set better correction coefficients than
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| what the driver would choose itself.
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| 
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| After calibrating the joystick you can verify if you like the new
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| calibration using the jstest command, and if you do, you then can save the
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| correction coefficients into a file::
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| 
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| 	jscal -p /dev/input/js0 > /etc/joystick.cal
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| 
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| And add a line to your rc script executing that file::
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| 
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| 	source /etc/joystick.cal
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| 
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| This way, after the next reboot your joystick will remain calibrated. You
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| can also add the ``jscal -p`` line to your shutdown script.
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| 
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| HW specific driver information
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| ==============================
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| 
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| In this section each of the separate hardware specific drivers is described.
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| 
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| Analog joysticks
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| ----------------
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| 
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| The analog.c uses the standard analog inputs of the gameport, and thus
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| supports all standard joysticks and gamepads. It uses a very advanced
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| routine for this, allowing for data precision that can't be found on any
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| other system.
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| 
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| It also supports extensions like additional hats and buttons compatible
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| with CH Flightstick Pro, ThrustMaster FCS or 6 and 8 button gamepads. Saitek
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| Cyborg 'digital' joysticks are also supported by this driver, because
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| they're basically souped up CHF sticks.
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| 
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| However the only types that can be autodetected are:
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| 
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| * 2-axis, 4-button joystick
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| * 3-axis, 4-button joystick
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| * 4-axis, 4-button joystick
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| * Saitek Cyborg 'digital' joysticks
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| 
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| For other joystick types (more/less axes, hats, and buttons) support
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| you'll need to specify the types either on the kernel command line or on the
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| module command line, when inserting analog into the kernel. The
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| parameters are::
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| 
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| 	analog.map=<type1>,<type2>,<type3>,....
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| 
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| 'type' is type of the joystick from the table below, defining joysticks
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| present on gameports in the system, starting with gameport0, second 'type'
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| entry defining joystick on gameport1 and so on.
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| 
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| 	========= =====================================================
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| 	Type      Meaning
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| 	========= =====================================================
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| 	none      No analog joystick on that port
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| 	auto      Autodetect joystick
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| 	2btn      2-button n-axis joystick
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| 	y-joy     Two 2-button 2-axis joysticks on an Y-cable
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| 	y-pad     Two 2-button 2-axis gamepads on an Y-cable
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| 	fcs       Thrustmaster FCS compatible joystick
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| 	chf       Joystick with a CH Flightstick compatible hat
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| 	fullchf   CH Flightstick compatible with two hats and 6 buttons
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| 	gamepad   4/6-button n-axis gamepad
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| 	gamepad8  8-button 2-axis gamepad
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| 	========= =====================================================
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| 
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| In case your joystick doesn't fit in any of the above categories, you can
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| specify the type as a number by combining the bits in the table below. This
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| is not recommended unless you really know what are you doing. It's not
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| dangerous, but not simple either.
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| 
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| 	==== =========================
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| 	Bit  Meaning
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| 	==== =========================
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| 	 0   Axis X1
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| 	 1   Axis Y1
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| 	 2   Axis X2
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| 	 3   Axis Y2
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| 	 4   Button A
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| 	 5   Button B
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| 	 6   Button C
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| 	 7   Button D
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| 	 8   CHF Buttons X and Y
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| 	 9   CHF Hat 1
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| 	10   CHF Hat 2
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| 	11   FCS Hat
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| 	12   Pad Button X
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| 	13   Pad Button Y
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| 	14   Pad Button U
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| 	15   Pad Button V
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| 	16   Saitek F1-F4 Buttons
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| 	17   Saitek Digital Mode
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| 	19   GamePad
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| 	20   Joy2 Axis X1
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| 	21   Joy2 Axis Y1
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| 	22   Joy2 Axis X2
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| 	23   Joy2 Axis Y2
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| 	24   Joy2 Button A
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| 	25   Joy2 Button B
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| 	26   Joy2 Button C
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| 	27   Joy2 Button D
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| 	31   Joy2 GamePad
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| 	==== =========================
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| 
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| Microsoft SideWinder joysticks
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| ------------------------------
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| 
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| Microsoft 'Digital Overdrive' protocol is supported by the sidewinder.c
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| module. All currently supported joysticks:
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| 
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| * Microsoft SideWinder 3D Pro
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| * Microsoft SideWinder Force Feedback Pro
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| * Microsoft SideWinder Force Feedback Wheel
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| * Microsoft SideWinder FreeStyle Pro
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| * Microsoft SideWinder GamePad (up to four, chained)
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| * Microsoft SideWinder Precision Pro
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| * Microsoft SideWinder Precision Pro USB
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| 
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| are autodetected, and thus no module parameters are needed.
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| 
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| There is one caveat with the 3D Pro. There are 9 buttons reported,
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| although the joystick has only 8. The 9th button is the mode switch on the
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| rear side of the joystick. However, moving it, you'll reset the joystick,
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| and make it unresponsive for about a one third of a second. Furthermore, the
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| joystick will also re-center itself, taking the position it was in during
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| this time as a new center position. Use it if you want, but think first.
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| 
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| The SideWinder Standard is not a digital joystick, and thus is supported
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| by the analog driver described above.
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| 
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| Logitech ADI devices
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| --------------------
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| 
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| Logitech ADI protocol is supported by the adi.c module. It should support
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| any Logitech device using this protocol. This includes, but is not limited
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| to:
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| 
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| * Logitech CyberMan 2
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| * Logitech ThunderPad Digital
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| * Logitech WingMan Extreme Digital
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| * Logitech WingMan Formula
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| * Logitech WingMan Interceptor
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| * Logitech WingMan GamePad
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| * Logitech WingMan GamePad USB
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| * Logitech WingMan GamePad Extreme
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| * Logitech WingMan Extreme Digital 3D
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| 
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| ADI devices are autodetected, and the driver supports up to two (any
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| combination of) devices on a single gameport, using an Y-cable or chained
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| together.
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| 
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| Logitech WingMan Joystick, Logitech WingMan Attack, Logitech WingMan
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| Extreme and Logitech WingMan ThunderPad are not digital joysticks and are
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| handled by the analog driver described above. Logitech WingMan Warrior and
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| Logitech Magellan are supported by serial drivers described below.  Logitech
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| WingMan Force and Logitech WingMan Formula Force are supported by the
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| I-Force driver described below. Logitech CyberMan is not supported yet.
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| 
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| Gravis GrIP
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| -----------
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| 
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| Gravis GrIP protocol is supported by the grip.c module. It currently
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| supports:
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| 
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| * Gravis GamePad Pro
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| * Gravis BlackHawk Digital
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| * Gravis Xterminator
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| * Gravis Xterminator DualControl
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| 
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| All these devices are autodetected, and you can even use any combination
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| of up to two of these pads either chained together or using an Y-cable on a
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| single gameport.
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| 
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| GrIP MultiPort isn't supported yet. Gravis Stinger is a serial device and is
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| supported by the stinger driver. Other Gravis joysticks are supported by the
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| analog driver.
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| 
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| FPGaming A3D and MadCatz A3D
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| ----------------------------
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| 
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| The Assassin 3D protocol created by FPGaming, is used both by FPGaming
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| themselves and is licensed to MadCatz. A3D devices are supported by the
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| a3d.c module. It currently supports:
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| 
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| * FPGaming Assassin 3D
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| * MadCatz Panther
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| * MadCatz Panther XL
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| 
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| All these devices are autodetected. Because the Assassin 3D and the Panther
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| allow connecting analog joysticks to them, you'll need to load the analog
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| driver as well to handle the attached joysticks.
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| 
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| The trackball should work with USB mousedev module as a normal mouse. See
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| the USB documentation for how to setup an USB mouse.
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| 
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| ThrustMaster DirectConnect (BSP)
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| --------------------------------
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| 
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| The TM DirectConnect (BSP) protocol is supported by the tmdc.c
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| module. This includes, but is not limited to:
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| 
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| * ThrustMaster Millennium 3D Interceptor
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| * ThrustMaster 3D Rage Pad
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| * ThrustMaster Fusion Digital Game Pad
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| 
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| Devices not directly supported, but hopefully working are:
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| 
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| * ThrustMaster FragMaster
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| * ThrustMaster Attack Throttle
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| 
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| If you have one of these, contact me.
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| 
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| TMDC devices are autodetected, and thus no parameters to the module
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| are needed. Up to two TMDC devices can be connected to one gameport, using
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| an Y-cable.
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| 
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| Creative Labs Blaster
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| ---------------------
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| 
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| The Blaster protocol is supported by the cobra.c module. It supports only
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| the:
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| 
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| * Creative Blaster GamePad Cobra
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| 
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| Up to two of these can be used on a single gameport, using an Y-cable.
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| 
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| Genius Digital joysticks
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| ------------------------
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| 
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| The Genius digitally communicating joysticks are supported by the gf2k.c
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| module. This includes:
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| 
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| * Genius Flight2000 F-23 joystick
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| * Genius Flight2000 F-31 joystick
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| * Genius G-09D gamepad
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| 
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| Other Genius digital joysticks are not supported yet, but support can be
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| added fairly easily.
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| 
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| InterAct Digital joysticks
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| --------------------------
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| 
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| The InterAct digitally communicating joysticks are supported by the
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| interact.c module. This includes:
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| 
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| * InterAct HammerHead/FX gamepad
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| * InterAct ProPad8 gamepad
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| 
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| Other InterAct digital joysticks are not supported yet, but support can be
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| added fairly easily.
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| 
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| PDPI Lightning 4 gamecards
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| --------------------------
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| 
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| PDPI Lightning 4 gamecards are supported by the lightning.c module.
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| Once the module is loaded, the analog driver can be used to handle the
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| joysticks. Digitally communicating joystick will work only on port 0, while
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| using Y-cables, you can connect up to 8 analog joysticks to a single L4
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| card, 16 in case you have two in your system.
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| 
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| Trident 4DWave / Aureal Vortex
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| ------------------------------
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| 
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| Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipsets
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| provide an "Enhanced Game Port" mode where the soundcard handles polling the
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| joystick.  This mode is supported by the pcigame.c module. Once loaded the
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| analog driver can use the enhanced features of these gameports..
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| 
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| Crystal SoundFusion
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| -------------------
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| 
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| Soundcards with Crystal SoundFusion chipsets provide an "Enhanced Game
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| Port", much like the 4DWave or Vortex above. This, and also the normal mode
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| for the port of the SoundFusion is supported by the cs461x.c module.
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| 
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| SoundBlaster Live!
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| ------------------
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| 
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| The Live! has a special PCI gameport, which, although it doesn't provide
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| any "Enhanced" stuff like 4DWave and friends, is quite a bit faster than
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| its ISA counterparts. It also requires special support, hence the
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| emu10k1-gp.c module for it instead of the normal ns558.c one.
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| 
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| SoundBlaster 64 and 128 - ES1370 and ES1371, ESS Solo1 and S3 SonicVibes
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| ------------------------------------------------------------------------
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| 
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| These PCI soundcards have specific gameports. They are handled by the
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| sound drivers themselves. Make sure you select gameport support in the
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| joystick menu and sound card support in the sound menu for your appropriate
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| card.
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| 
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| Amiga
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| -----
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| 
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| Amiga joysticks, connected to an Amiga, are supported by the amijoy.c
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| driver. Since they can't be autodetected, the driver has a command line:
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| 
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| 	amijoy.map=<a>,<b>
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| 
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| a and b define the joysticks connected to the JOY0DAT and JOY1DAT ports of
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| the Amiga.
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| 
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| 	====== ===========================
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| 	Value  Joystick type
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| 	====== ===========================
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| 	  0    None
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| 	  1    1-button digital joystick
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| 	====== ===========================
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| 
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| No more joystick types are supported now, but that should change in the
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| future if I get an Amiga in the reach of my fingers.
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| 
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| Game console and 8-bit pads and joysticks
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| -----------------------------------------
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| 
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| These pads and joysticks are not designed for PCs and other computers
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| Linux runs on, and usually require a special connector for attaching
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| them through a parallel port.
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| 
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| See :ref:`joystick-parport` for more info.
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| 
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| SpaceTec/LabTec devices
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| -----------------------
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| 
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| SpaceTec serial devices communicate using the SpaceWare protocol. It is
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| supported by the spaceorb.c and spaceball.c drivers. The devices currently
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| supported by spaceorb.c are:
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| 
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| * SpaceTec SpaceBall Avenger
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| * SpaceTec SpaceOrb 360
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| 
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| Devices currently supported by spaceball.c are:
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| 
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| * SpaceTec SpaceBall 4000 FLX
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| 
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| In addition to having the spaceorb/spaceball and serport modules in the
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| kernel, you also need to attach a serial port to it. to do that, run the
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| inputattach program::
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| 
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| 	inputattach --spaceorb /dev/tts/x &
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| 
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| or::
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| 
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| 	inputattach --spaceball /dev/tts/x &
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| 
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| where /dev/tts/x is the serial port which the device is connected to. After
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| doing this, the device will be reported and will start working.
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| 
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| There is one caveat with the SpaceOrb. The button #6, the on the bottom
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| side of the orb, although reported as an ordinary button, causes internal
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| recentering of the spaceorb, moving the zero point to the position in which
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| the ball is at the moment of pressing the button. So, think first before
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| you bind it to some other function.
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| 
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| SpaceTec SpaceBall 2003 FLX and 3003 FLX are not supported yet.
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| 
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| Logitech SWIFT devices
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| ----------------------
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| 
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| The SWIFT serial protocol is supported by the warrior.c module. It
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| currently supports only the:
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| 
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| * Logitech WingMan Warrior
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| 
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| but in the future, Logitech CyberMan (the original one, not CM2) could be
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| supported as well. To use the module, you need to run inputattach after you
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| insert/compile the module into your kernel::
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| 
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| 	inputattach --warrior /dev/tts/x &
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| 
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| /dev/tts/x is the serial port your Warrior is attached to.
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| 
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| Magellan / Space Mouse
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| ----------------------
 | |
| 
 | |
| The Magellan (or Space Mouse), manufactured by LogiCad3d (formerly Space
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| Systems), for many other companies (Logitech, HP, ...) is supported by the
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| joy-magellan module. It currently supports only the:
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| 
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| * Magellan 3D
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| * Space Mouse
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| 
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| models, the additional buttons on the 'Plus' versions are not supported yet.
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| 
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| To use it, you need to attach the serial port to the driver using the::
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| 
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| 	inputattach --magellan /dev/tts/x &
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| 
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| command. After that the Magellan will be detected, initialized, will beep,
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| and the /dev/input/jsX device should become usable.
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| 
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| I-Force devices
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| ---------------
 | |
| 
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| All I-Force devices are supported by the iforce module. This includes:
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| 
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| * AVB Mag Turbo Force
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| * AVB Top Shot Pegasus
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| * AVB Top Shot Force Feedback Racing Wheel
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| * Logitech WingMan Force
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| * Logitech WingMan Force Wheel
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| * Guillemot Race Leader Force Feedback
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| * Guillemot Force Feedback Racing Wheel
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| * Thrustmaster Motor Sport GT
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| 
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| To use it, you need to attach the serial port to the driver using the::
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| 
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| 	inputattach --iforce /dev/tts/x &
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| 
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| command. After that the I-Force device will be detected, and the
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| /dev/input/jsX device should become usable.
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| 
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| In case you're using the device via the USB port, the inputattach command
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| isn't needed.
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| 
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| The I-Force driver now supports force feedback via the event interface.
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| 
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| Please note that Logitech WingMan 3D devices are _not_ supported by this
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| module, rather by hid. Force feedback is not supported for those devices.
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| Logitech gamepads are also hid devices.
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| 
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| Gravis Stinger gamepad
 | |
| ----------------------
 | |
| 
 | |
| The Gravis Stinger serial port gamepad, designed for use with laptop
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| computers, is supported by the stinger.c module. To use it, attach the
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| serial port to the driver using::
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| 
 | |
| 	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.
 | 
