|  | Linux Joystick driver v2.0.0 | 
|  | (c) 1996-2000 Vojtech Pavlik <[email protected]> | 
|  | Sponsored by SuSE | 
|  | ---------------------------------------------------------------------------- | 
|  |  | 
|  | 0. Disclaimer | 
|  | ~~~~~~~~~~~~~ | 
|  | This program is free software; you can redistribute it and/or modify it | 
|  | under the terms of the GNU General Public License as published by the Free | 
|  | Software Foundation; either version 2 of the License, or (at your option) | 
|  | any later version. | 
|  |  | 
|  | This program is distributed in the hope that it will be useful, but | 
|  | WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY | 
|  | or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License for | 
|  | more details. | 
|  |  | 
|  | You should have received a copy of the GNU General Public License along | 
|  | with this program; if not, write to the Free Software Foundation, Inc., 59 | 
|  | Temple Place, Suite 330, Boston, MA 02111-1307 USA | 
|  |  | 
|  | Should you need to contact me, the author, you can do so either by e-mail | 
|  | - mail your message to <[email protected]>, or by paper mail: Vojtech Pavlik, | 
|  | Simunkova 1594, Prague 8, 182 00 Czech Republic | 
|  |  | 
|  | For your convenience, the GNU General Public License version 2 is included | 
|  | in the package: See the file COPYING. | 
|  |  | 
|  | 1. Intro | 
|  | ~~~~~~~~ | 
|  | 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. | 
|  |  | 
|  | Should you encounter any problems while using the driver, or joysticks | 
|  | this driver can't make complete use of, I'm very interested in hearing about | 
|  | them. Bug reports and success stories are also welcome. | 
|  |  | 
|  | The input project website is at: | 
|  |  | 
|  | http://atrey.karlin.mff.cuni.cz/~vojtech/input/ | 
|  |  | 
|  | There is also a mailing list for the driver at: | 
|  |  | 
|  | [email protected] | 
|  |  | 
|  | send "subscribe linux-joystick Your Name" to subscribe to it. | 
|  |  | 
|  | 2. Usage | 
|  | ~~~~~~~~ | 
|  | For basic usage you just choose the right options in kernel config and | 
|  | you should be set. | 
|  |  | 
|  | 2.1 inpututils | 
|  | ~~~~~~~~~~~~~~ | 
|  | For testing and other purposes (for example serial devices), a set of | 
|  | utilities is available at the abovementioned website. I suggest you download | 
|  | and install it before going on. | 
|  |  | 
|  | 2.2 Device nodes | 
|  | ~~~~~~~~~~~~~~~~ | 
|  | For applications to be able to use the joysticks, | 
|  | you'll have to manually create these nodes in /dev: | 
|  |  | 
|  | 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 | 
|  |  | 
|  | 2.4 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 | 
|  |  | 
|  | 2.5 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/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. | 
|  |  | 
|  | 2.6. 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/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/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. | 
|  |  | 
|  |  | 
|  | 3. HW specific driver information | 
|  | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | 
|  | In this section each of the separate hardware specific drivers is described. | 
|  |  | 
|  | 3.1 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 | 
|  |  | 
|  | 3.2 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. | 
|  |  | 
|  | 3.3 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. | 
|  |  | 
|  | 3.4 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. | 
|  |  | 
|  | 3.5 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. | 
|  |  | 
|  | 3.6 ThrustMaster DirectConnect (BSP) | 
|  | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | 
|  | The TM DirectConnect (BSP) protocol is supported by the tmdc.c | 
|  | module. This includes, but is not limited to: | 
|  |  | 
|  | * ThrustMaster Millenium 3D Inceptor | 
|  | * 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. | 
|  |  | 
|  | 3.7 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. | 
|  |  | 
|  | 3.8 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. | 
|  |  | 
|  | 3.9 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. | 
|  |  | 
|  | 3.10 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. | 
|  |  | 
|  | 3.11 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.. | 
|  |  | 
|  | 3.13 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. | 
|  |  | 
|  | 3.14 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. | 
|  |  | 
|  | 3.15 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. | 
|  |  | 
|  | 3.16 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. | 
|  |  | 
|  | 3.17 Game console and 8-bit pads and joysticks | 
|  | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | 
|  | See joystick-parport.txt for more info. | 
|  |  | 
|  | 3.18 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. | 
|  |  | 
|  | 3.19 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. | 
|  |  | 
|  | 3.20 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. | 
|  |  | 
|  | 3.21 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. | 
|  |  | 
|  | 3.22 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. | 
|  |  | 
|  | 4. 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! :) | 
|  |  | 
|  | 5. FAQ | 
|  | ~~~~~~ | 
|  | Q: Running 'jstest /dev/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. | 
|  |  | 
|  | 6. Programming Interface | 
|  | ~~~~~~~~~~~~~~~~~~~~~~~~ | 
|  | The 1.0 driver uses a new, event based approach to the joystick driver. | 
|  | Instead of the user program polling for the joystick values, the joystick | 
|  | driver now reports only any changes of its state. See joystick-api.txt, | 
|  | joystick.h and jstest.c included in the joystick package for more | 
|  | information. The joystick device can be used in either blocking or | 
|  | nonblocking mode and supports select() calls. | 
|  |  | 
|  | For backward compatibility the old (v0.x) interface is still included. | 
|  | Any call to the joystick driver using the old interface will return values | 
|  | that are compatible to the old interface.  This interface is still limited | 
|  | to 2 axes, and applications using it usually decode only 2 buttons, although | 
|  | the driver provides up to 32. |