1 =======================================================
2 xpad - Linux USB driver for Xbox compatible controllers
3 =======================================================
5 This driver exposes all first-party and third-party Xbox compatible
6 controllers. It has a long history and has enjoyed considerable usage
7 as Windows' xinput library caused most PC games to focus on Xbox
8 controller compatibility.
10 Due to backwards compatibility all buttons are reported as digital.
11 This only affects Original Xbox controllers. All later controller models
12 have only digital face buttons.
14 Rumble is supported on some models of Xbox 360 controllers but not of
15 Original Xbox controllers nor on Xbox One controllers. As of writing
16 the Xbox One's rumble protocol has not been reverse-engineered but in
17 the future could be supported.
23 The number of buttons/axes reported varies based on 3 things:
25 - if you are using a known controller
26 - if you are using a known dance pad
27 - if using an unknown device (one not listed below), what you set in the
28 module configuration for "Map D-PAD to buttons rather than axes for unknown
29 pads" (module option dpad_to_buttons)
31 If you set dpad_to_buttons to N and you are using an unknown device
32 the driver will map the directional pad to axes (X/Y).
33 If you said Y it will map the d-pad to buttons, which is needed for dance
34 style games to function correctly. The default is Y.
36 dpad_to_buttons has no effect for known pads. A erroneous commit message
37 claimed dpad_to_buttons could be used to force behavior on known devices.
38 This is not true. Both dpad_to_buttons and triggers_to_buttons only affect
45 With a normal controller, the directional pad is mapped to its own X/Y axes.
46 The jstest-program from joystick-1.2.15 (jstest-version 2.1.0) will report 8
49 All 8 axes work, though they all have the same range (-32768..32767)
50 and the zero-setting is not correct for the triggers (I don't know if that
51 is some limitation of jstest, since the input device setup should be fine. I
52 didn't have a look at jstest itself yet).
54 All of the 10 buttons work (in digital mode). The six buttons on the
55 right side (A, B, X, Y, black, white) are said to be "analog" and
56 report their values as 8 bit unsigned, not sure what this is good for.
58 I tested the controller with quake3, and configuration and
59 in game functionality were OK. However, I find it rather difficult to
60 play first person shooters with a pad. Your mileage may vary.
66 When using a known dance pad, jstest will report 6 axes and 14 buttons.
68 For dance style pads (like the redoctane pad) several changes
69 have been made. The old driver would map the d-pad to axes, resulting
70 in the driver being unable to report when the user was pressing both
71 left+right or up+down, making DDR style games unplayable.
73 Known dance pads automatically map the d-pad to buttons and will work
74 correctly out of the box.
76 If your dance pad is recognized by the driver but is using axes instead
77 of buttons, see section 0.3 - Unknown Controllers
79 I've tested this with Stepmania, and it works quite well.
85 If you have an unknown Xbox controller, it should work just fine with
88 HOWEVER if you have an unknown dance pad not listed below, it will not
89 work UNLESS you set "dpad_to_buttons" to 1 in the module configuration.
95 All generations of Xbox controllers speak USB over the wire.
97 - Original Xbox controllers use a proprietary connector and require adapters.
98 - Wireless Xbox 360 controllers require a 'Xbox 360 Wireless Gaming Receiver
100 - Wired Xbox 360 controllers use standard USB connectors.
101 - Xbox One controllers can be wireless but speak Wi-Fi Direct and are not
103 - Xbox One controllers can be wired and use standard Micro-USB connectors.
107 Original Xbox USB adapters
108 --------------------------
110 Using this driver with an Original Xbox controller requires an
111 adapter cable to break out the proprietary connector's pins to USB.
112 You can buy these online fairly cheap, or build your own.
114 Such a cable is pretty easy to build. The Controller itself is a USB
115 compound device (a hub with three ports for two expansion slots and
116 the controller device) with the only difference in a nonstandard connector
117 (5 pins vs. 4 on standard USB 1.0 connectors).
119 You just need to solder a USB connector onto the cable and keep the
120 yellow wire unconnected. The other pins have the same order on both
121 connectors so there is no magic to it. Detailed info on these matters
122 can be found on the net ([1]_, [2]_, [3]_).
124 Thanks to the trip splitter found on the cable you don't even need to cut the
125 original one. You can buy an extension cable and cut that instead. That way,
126 you can still use the controller with your Xbox, if you have one ;)
133 Once you have the adapter cable, if needed, and the controller connected
134 the xpad module should be auto loaded. To confirm you can cat
135 /sys/kernel/debug/usb/devices. There should be an entry like those:
138 :caption: dump from InterAct PowerPad Pro (Germany)
140 T: Bus=01 Lev=03 Prnt=04 Port=00 Cnt=01 Dev#= 5 Spd=12 MxCh= 0
141 D: Ver= 1.10 Cls=00(>ifc ) Sub=00 Prot=00 MxPS=32 #Cfgs= 1
142 P: Vendor=05fd ProdID=107a Rev= 1.00
143 C:* #Ifs= 1 Cfg#= 1 Atr=80 MxPwr=100mA
144 I: If#= 0 Alt= 0 #EPs= 2 Cls=58(unk. ) Sub=42 Prot=00 Driver=(none)
145 E: Ad=81(I) Atr=03(Int.) MxPS= 32 Ivl= 10ms
146 E: Ad=02(O) Atr=03(Int.) MxPS= 32 Ivl= 10ms
149 :caption: dump from Redoctane Xbox Dance Pad (US)
151 T: Bus=01 Lev=02 Prnt=09 Port=00 Cnt=01 Dev#= 10 Spd=12 MxCh= 0
152 D: Ver= 1.10 Cls=00(>ifc ) Sub=00 Prot=00 MxPS= 8 #Cfgs= 1
153 P: Vendor=0c12 ProdID=8809 Rev= 0.01
155 C:* #Ifs= 1 Cfg#= 1 Atr=80 MxPwr=100mA
156 I: If#= 0 Alt= 0 #EPs= 2 Cls=58(unk. ) Sub=42 Prot=00 Driver=xpad
157 E: Ad=82(I) Atr=03(Int.) MxPS= 32 Ivl=4ms
158 E: Ad=02(O) Atr=03(Int.) MxPS= 32 Ivl=4ms
161 Supported Controllers
162 =====================
164 For a full list of supported controllers and associated vendor and product
165 IDs see the xpad_device[] array\ [4]_.
167 As of the historic version 0.0.6 (2006-10-10) the following devices
170 original Microsoft XBOX controller (US), vendor=0x045e, product=0x0202
171 smaller Microsoft XBOX controller (US), vendor=0x045e, product=0x0289
172 original Microsoft XBOX controller (Japan), vendor=0x045e, product=0x0285
173 InterAct PowerPad Pro (Germany), vendor=0x05fd, product=0x107a
174 RedOctane Xbox Dance Pad (US), vendor=0x0c12, product=0x8809
176 Unrecognized models of Xbox controllers should function as Generic
177 Xbox controllers. Unrecognized Dance Pad controllers require setting
178 the module option 'dpad_to_buttons'.
180 If you have an unrecognized controller please see 0.3 - Unknown Controllers
186 To test this driver's functionality you may use 'jstest'.
194 If you're using a normal controller, there should be a single line showing
195 18 inputs (8 axes, 10 buttons), and its values should change if you move
196 the sticks and push the buttons. If you're using a dance pad, it should
197 show 20 inputs (6 axes, 14 buttons).
199 It works? Voila, you're done ;)
206 I have to thank ITO Takayuki for the detailed info on his site
207 http://euc.jp/periphs/xbox-controller.ja.html.
209 His useful info and both the usb-skeleton as well as the iforce input driver
210 (Greg Kroah-Hartmann; Vojtech Pavlik) helped a lot in rapid prototyping
211 the basic functionality.
218 .. [1] http://euc.jp/periphs/xbox-controller.ja.html (ITO Takayuki)
219 .. [2] http://xpad.xbox-scene.com/
220 .. [3] http://www.markosweb.com/www/xboxhackz.com/
221 .. [4] https://elixir.bootlin.com/linux/latest/ident/xpad_device
227 2002-07-16 - Marko Friedemann <mfr@bmx-chemnitz.de>
230 2005-03-19 - Dominic Cerquetti <binary1230@yahoo.com>
231 - added stuff for dance pads, new d-pad->axes mappings
233 Later changes may be viewed with
234 'git log --follow Documentation/input/devices/xpad.rst'