1 .. include:: <isonum.txt>
8 The joystick driver for Linux provides support for a variety of joysticks
9 and similar devices. It is based on a larger project aiming to support all
10 input devices in Linux.
12 The mailing list for the project is:
14 linux-input@vger.kernel.org
16 send "subscribe linux-input" to majordomo@vger.kernel.org to subscribe to it.
21 For basic usage you just choose the right options in kernel config and
27 For testing and other purposes (for example serial devices), there is a set
28 of utilities, such as ``jstest``, ``jscal``, and ``evtest``,
29 usually packaged as ``joystick``, ``input-utils``, ``evtest``, and so on.
31 ``inputattach`` utility is required if your joystick is connected to a
37 For applications to be able to use the joysticks, device nodes should be
38 created in /dev. Normally it is done automatically by the system, but
39 it can also be done by hand::
44 mknod input/js0 c 13 0
45 mknod input/js1 c 13 1
46 mknod input/js2 c 13 2
47 mknod input/js3 c 13 3
53 For testing with inpututils it's also convenient to create these::
55 mknod input/event0 c 13 64
56 mknod input/event1 c 13 65
57 mknod input/event2 c 13 66
58 mknod input/event3 c 13 67
63 For all joystick drivers to function, you'll need the userland interface
64 module in kernel, either loaded or compiled in::
68 For gameport joysticks, you'll have to load the gameport driver as well::
72 And for serial port joysticks, you'll need the serial input line
73 discipline module loaded and the inputattach utility started::
76 inputattach -xxx /dev/tts/X &
78 In addition to that, you'll need the joystick driver module itself, most
79 usually you'll have an analog joystick::
83 For automatic module loading, something like this might work - tailor to
86 alias tty-ldisc-2 serport
87 alias char-major-13 input
88 above input joydev ns558 analog
89 options analog map=gamepad,none,2btn
91 Verifying that it works
92 -----------------------
94 For testing the joystick driver functionality, there is the jstest
95 program in the utilities package. You run it by typing::
99 And it should show a line with the joystick values, which update as you
100 move the stick, and press its buttons. The axes should all be zero when the
101 joystick is in the center position. They should not jitter by themselves to
102 other close values, and they also should be steady in any other position of
103 the stick. They should have the full range from -32767 to 32767. If all this
104 is met, then it's all fine, and you can play the games. :)
106 If it's not, then there might be a problem. Try to calibrate the joystick,
107 and if it still doesn't work, read the drivers section of this file, the
108 troubleshooting section, and the FAQ.
113 For most joysticks you won't need any manual calibration, since the
114 joystick should be autocalibrated by the driver automagically. However, with
115 some analog joysticks, that either do not use linear resistors, or if you
116 want better precision, you can use the jscal program::
118 jscal -c /dev/input/js0
120 included in the joystick package to set better correction coefficients than
121 what the driver would choose itself.
123 After calibrating the joystick you can verify if you like the new
124 calibration using the jstest command, and if you do, you then can save the
125 correction coefficients into a file::
127 jscal -p /dev/input/js0 > /etc/joystick.cal
129 And add a line to your rc script executing that file::
131 source /etc/joystick.cal
133 This way, after the next reboot your joystick will remain calibrated. You
134 can also add the ``jscal -p`` line to your shutdown script.
136 Hardware-specific driver information
137 ====================================
139 In this section each of the separate hardware specific drivers is described.
144 The analog.c driver uses the standard analog inputs of the gameport, and thus
145 supports all standard joysticks and gamepads. It uses a very advanced
146 routine for this, allowing for data precision that can't be found on any
149 It also supports extensions like additional hats and buttons compatible
150 with CH Flightstick Pro, ThrustMaster FCS or 6 and 8 button gamepads. Saitek
151 Cyborg 'digital' joysticks are also supported by this driver, because
152 they're basically souped up CHF sticks.
154 However the only types that can be autodetected are:
156 * 2-axis, 4-button joystick
157 * 3-axis, 4-button joystick
158 * 4-axis, 4-button joystick
159 * Saitek Cyborg 'digital' joysticks
161 For other joystick types (more/less axes, hats, and buttons) support
162 you'll need to specify the types either on the kernel command line or on the
163 module command line, when inserting analog into the kernel. The
166 analog.map=<type1>,<type2>,<type3>,....
168 'type' is type of the joystick from the table below, defining joysticks
169 present on gameports in the system, starting with gameport0, second 'type'
170 entry defining joystick on gameport1 and so on.
172 ========= =====================================================
174 ========= =====================================================
175 none No analog joystick on that port
176 auto Autodetect joystick
177 2btn 2-button n-axis joystick
178 y-joy Two 2-button 2-axis joysticks on an Y-cable
179 y-pad Two 2-button 2-axis gamepads on an Y-cable
180 fcs Thrustmaster FCS compatible joystick
181 chf Joystick with a CH Flightstick compatible hat
182 fullchf CH Flightstick compatible with two hats and 6 buttons
183 gamepad 4/6-button n-axis gamepad
184 gamepad8 8-button 2-axis gamepad
185 ========= =====================================================
187 In case your joystick doesn't fit in any of the above categories, you can
188 specify the type as a number by combining the bits in the table below. This
189 is not recommended unless you really know what are you doing. It's not
190 dangerous, but not simple either.
192 ==== =========================
194 ==== =========================
203 8 CHF Buttons X and Y
211 16 Saitek F1-F4 Buttons
212 17 Saitek Digital Mode
223 ==== =========================
225 Microsoft SideWinder joysticks
226 ------------------------------
228 Microsoft 'Digital Overdrive' protocol is supported by the sidewinder.c
229 module. All currently supported joysticks:
231 * Microsoft SideWinder 3D Pro
232 * Microsoft SideWinder Force Feedback Pro
233 * Microsoft SideWinder Force Feedback Wheel
234 * Microsoft SideWinder FreeStyle Pro
235 * Microsoft SideWinder GamePad (up to four, chained)
236 * Microsoft SideWinder Precision Pro
237 * Microsoft SideWinder Precision Pro USB
239 are autodetected, and thus no module parameters are needed.
241 There is one caveat with the 3D Pro. There are 9 buttons reported,
242 although the joystick has only 8. The 9th button is the mode switch on the
243 rear side of the joystick. However, moving it, you'll reset the joystick,
244 and make it unresponsive for about a one third of a second. Furthermore, the
245 joystick will also re-center itself, taking the position it was in during
246 this time as a new center position. Use it if you want, but think first.
248 The SideWinder Standard is not a digital joystick, and thus is supported
249 by the analog driver described above.
254 Logitech ADI protocol is supported by the adi.c module. It should support
255 any Logitech device using this protocol. This includes, but is not limited
258 * Logitech CyberMan 2
259 * Logitech ThunderPad Digital
260 * Logitech WingMan Extreme Digital
261 * Logitech WingMan Formula
262 * Logitech WingMan Interceptor
263 * Logitech WingMan GamePad
264 * Logitech WingMan GamePad USB
265 * Logitech WingMan GamePad Extreme
266 * Logitech WingMan Extreme Digital 3D
268 ADI devices are autodetected, and the driver supports up to two (any
269 combination of) devices on a single gameport, using a Y-cable or chained
272 Logitech WingMan Joystick, Logitech WingMan Attack, Logitech WingMan
273 Extreme and Logitech WingMan ThunderPad are not digital joysticks and are
274 handled by the analog driver described above. Logitech WingMan Warrior and
275 Logitech Magellan are supported by serial drivers described below. Logitech
276 WingMan Force and Logitech WingMan Formula Force are supported by the
277 I-Force driver described below. Logitech CyberMan is not supported yet.
282 Gravis GrIP protocol is supported by the grip.c module. It currently
286 * Gravis BlackHawk Digital
288 * Gravis Xterminator DualControl
290 All these devices are autodetected, and you can even use any combination
291 of up to two of these pads either chained together or using a Y-cable on a
294 GrIP MultiPort isn't supported yet. Gravis Stinger is a serial device and is
295 supported by the stinger driver. Other Gravis joysticks are supported by the
298 FPGaming A3D and MadCatz A3D
299 ----------------------------
301 The Assassin 3D protocol created by FPGaming, is used both by FPGaming
302 themselves and is licensed to MadCatz. A3D devices are supported by the
303 a3d.c module. It currently supports:
305 * FPGaming Assassin 3D
309 All these devices are autodetected. Because the Assassin 3D and the Panther
310 allow connecting analog joysticks to them, you'll need to load the analog
311 driver as well to handle the attached joysticks.
313 The trackball should work with USB mousedev module as a normal mouse. See
314 the USB documentation for how to setup a USB mouse.
316 ThrustMaster DirectConnect (BSP)
317 --------------------------------
319 The TM DirectConnect (BSP) protocol is supported by the tmdc.c
320 module. This includes, but is not limited to:
322 * ThrustMaster Millennium 3D Interceptor
323 * ThrustMaster 3D Rage Pad
324 * ThrustMaster Fusion Digital Game Pad
326 Devices not directly supported, but hopefully working are:
328 * ThrustMaster FragMaster
329 * ThrustMaster Attack Throttle
331 If you have one of these, contact me.
333 TMDC devices are autodetected, and thus no parameters to the module
334 are needed. Up to two TMDC devices can be connected to one gameport, using
337 Creative Labs Blaster
338 ---------------------
340 The Blaster protocol is supported by the cobra.c module. It supports only
343 * Creative Blaster GamePad Cobra
345 Up to two of these can be used on a single gameport, using a Y-cable.
347 Genius Digital joysticks
348 ------------------------
350 The Genius digitally communicating joysticks are supported by the gf2k.c
351 module. This includes:
353 * Genius Flight2000 F-23 joystick
354 * Genius Flight2000 F-31 joystick
355 * Genius G-09D gamepad
357 Other Genius digital joysticks are not supported yet, but support can be
360 InterAct Digital joysticks
361 --------------------------
363 The InterAct digitally communicating joysticks are supported by the
364 interact.c module. This includes:
366 * InterAct HammerHead/FX gamepad
367 * InterAct ProPad8 gamepad
369 Other InterAct digital joysticks are not supported yet, but support can be
372 PDPI Lightning 4 gamecards
373 --------------------------
375 PDPI Lightning 4 gamecards are supported by the lightning.c module.
376 Once the module is loaded, the analog driver can be used to handle the
377 joysticks. Digitally communicating joystick will work only on port 0, while
378 using Y-cables, you can connect up to 8 analog joysticks to a single L4
379 card, 16 in case you have two in your system.
381 Trident 4DWave / Aureal Vortex
382 ------------------------------
384 Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipset
385 provide an "Enhanced Game Port" mode where the soundcard handles polling the
386 joystick. This mode is supported by the pcigame.c module. Once loaded the
387 analog driver can use the enhanced features of these gameports..
392 Soundcards with Crystal SoundFusion chipsets provide an "Enhanced Game
393 Port", much like the 4DWave or Vortex above. This, and also the normal mode
394 for the port of the SoundFusion is supported by the cs461x.c module.
399 The Live! has a special PCI gameport, which, although it doesn't provide
400 any "Enhanced" stuff like 4DWave and friends, is quite a bit faster than
401 its ISA counterparts. It also requires special support, hence the
402 emu10k1-gp.c module for it instead of the normal ns558.c one.
404 SoundBlaster 64 and 128 - ES1370 and ES1371, ESS Solo1 and S3 SonicVibes
405 ------------------------------------------------------------------------
407 These PCI soundcards have specific gameports. They are handled by the
408 sound drivers themselves. Make sure you select gameport support in the
409 joystick menu and sound card support in the sound menu for your appropriate
415 Amiga joysticks, connected to an Amiga, are supported by the amijoy.c
416 driver. Since they can't be autodetected, the driver has a command line:
420 a and b define the joysticks connected to the JOY0DAT and JOY1DAT ports of
423 ====== ===========================
425 ====== ===========================
427 1 1-button digital joystick
428 ====== ===========================
430 No more joystick types are supported now, but that should change in the
431 future if I get an Amiga in the reach of my fingers.
433 Game console and 8-bit pads and joysticks
434 -----------------------------------------
436 These pads and joysticks are not designed for PCs and other computers
437 Linux runs on, and usually require a special connector for attaching
438 them through a parallel port.
440 See :ref:`joystick-parport` for more info.
442 SpaceTec/LabTec devices
443 -----------------------
445 SpaceTec serial devices communicate using the SpaceWare protocol. It is
446 supported by the spaceorb.c and spaceball.c drivers. The devices currently
447 supported by spaceorb.c are:
449 * SpaceTec SpaceBall Avenger
450 * SpaceTec SpaceOrb 360
452 Devices currently supported by spaceball.c are:
454 * SpaceTec SpaceBall 4000 FLX
456 In addition to having the spaceorb/spaceball and serport modules in the
457 kernel, you also need to attach a serial port to it. To do that, run the
458 inputattach program::
460 inputattach --spaceorb /dev/tts/x &
464 inputattach --spaceball /dev/tts/x &
466 where /dev/tts/x is the serial port which the device is connected to. After
467 doing this, the device will be reported and will start working.
469 There is one caveat with the SpaceOrb. The button #6, the one on the bottom
470 side of the orb, although reported as an ordinary button, causes internal
471 recentering of the spaceorb, moving the zero point to the position in which
472 the ball is at the moment of pressing the button. So, think first before
473 you bind it to some other function.
475 SpaceTec SpaceBall 2003 FLX and 3003 FLX are not supported yet.
477 Logitech SWIFT devices
478 ----------------------
480 The SWIFT serial protocol is supported by the warrior.c module. It
481 currently supports only the:
483 * Logitech WingMan Warrior
485 but in the future, Logitech CyberMan (the original one, not CM2) could be
486 supported as well. To use the module, you need to run inputattach after you
487 insert/compile the module into your kernel::
489 inputattach --warrior /dev/tts/x &
491 /dev/tts/x is the serial port your Warrior is attached to.
493 Magellan / Space Mouse
494 ----------------------
496 The Magellan (or Space Mouse), manufactured by LogiCad3d (formerly Space
497 Systems), for many other companies (Logitech, HP, ...) is supported by the
498 joy-magellan module. It currently supports only the:
503 models; the additional buttons on the 'Plus' versions are not supported yet.
505 To use it, you need to attach the serial port to the driver using the::
507 inputattach --magellan /dev/tts/x &
509 command. After that the Magellan will be detected, initialized, will beep,
510 and the /dev/input/jsX device should become usable.
515 All I-Force devices are supported by the iforce module. This includes:
517 * AVB Mag Turbo Force
518 * AVB Top Shot Pegasus
519 * AVB Top Shot Force Feedback Racing Wheel
520 * Boeder Force Feedback Wheel
521 * Logitech WingMan Force
522 * Logitech WingMan Force Wheel
523 * Guillemot Race Leader Force Feedback
524 * Guillemot Force Feedback Racing Wheel
525 * Thrustmaster Motor Sport GT
527 To use it, you need to attach the serial port to the driver using the::
529 inputattach --iforce /dev/tts/x &
531 command. After that the I-Force device will be detected, and the
532 /dev/input/jsX device should become usable.
534 In case you're using the device via the USB port, the inputattach command
537 The I-Force driver now supports force feedback via the event interface.
539 Please note that Logitech WingMan 3D devices are _not_ supported by this
540 module, rather by hid. Force feedback is not supported for those devices.
541 Logitech gamepads are also hid devices.
543 Gravis Stinger gamepad
544 ----------------------
546 The Gravis Stinger serial port gamepad, designed for use with laptop
547 computers, is supported by the stinger.c module. To use it, attach the
548 serial port to the driver using::
550 inputattach --stinger /dev/tty/x &
552 where x is the number of the serial port.
557 There is quite a high probability that you run into some problems. For
558 testing whether the driver works, if in doubt, use the jstest utility in
559 some of its modes. The most useful modes are "normal" - for the 1.x
560 interface, and "old" for the "0.x" interface. You run it by typing::
562 jstest --normal /dev/input/js0
563 jstest --old /dev/input/js0
565 Additionally you can do a test with the evtest utility::
567 evtest /dev/input/event0
569 Oh, and read the FAQ! :)
574 :Q: Running 'jstest /dev/input/js0' results in "File not found" error. What's the
576 :A: The device files don't exist. Create them (see section 2.2).
578 :Q: Is it possible to connect my old Atari/Commodore/Amiga/console joystick
579 or pad that uses a 9-pin D-type Cannon connector to the serial port of my
581 :A: Yes, it is possible, but it'll burn your serial port or the pad. It
582 won't work, of course.
584 :Q: My joystick doesn't work with Quake / Quake 2. What's the cause?
585 :A: Quake / Quake 2 don't support joystick. Use joy2key to simulate keypresses