Lines Matching +full:digital +full:- +full:to +full:- +full:analog
3 .. _joystick-doc:
9 and similar devices. It is based on a larger project aiming to support all
14 linux-input@vger.kernel.org
16 send "subscribe linux-input" to majordomo@vger.kernel.org to subscribe to it.
25 ---------
29 usually packaged as ``joystick``, ``input-utils``, ``evtest``, and so on.
31 ``inputattach`` utility is required if your joystick is connected to a
35 ------------
37 For applications to be able to use the joysticks, device nodes should be
48 ln -s input/js0 js0
49 ln -s input/js1 js1
50 ln -s input/js2 js2
51 ln -s input/js3 js3
53 For testing with inpututils it's also convenient to create these::
61 --------------
63 For all joystick drivers to function, you'll need the userland interface
68 For gameport joysticks, you'll have to load the gameport driver as well::
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::
81 modprobe analog
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
92 -----------------------
101 joystick is in the center position. They should not jitter by themselves to
103 the stick. They should have the full range from -32767 to 32767. If all this
106 If it's not, then there might be a problem. Try to calibrate the joystick,
111 -----------
115 some analog joysticks, that either do not use linear resistors, or if you
118 jscal -c /dev/input/js0
120 included in the joystick package to set better correction coefficients than
127 jscal -p /dev/input/js0 > /etc/joystick.cal
129 And add a line to your rc script executing that file::
134 can also add the ``jscal -p`` line to your shutdown script.
141 Analog joysticks
142 ----------------
144 The analog.c uses the standard analog inputs of the gameport, and thus
151 Cyborg 'digital' joysticks are also supported by this driver, because
156 * 2-axis, 4-button joystick
157 * 3-axis, 4-button joystick
158 * 4-axis, 4-button joystick
159 * Saitek Cyborg 'digital' joysticks
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>,....
175 none No analog joystick on that port
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
183 gamepad 4/6-button n-axis gamepad
184 gamepad8 8-button 2-axis gamepad
211 16 Saitek F1-F4 Buttons
212 17 Saitek Digital Mode
226 ------------------------------
228 Microsoft 'Digital Overdrive' protocol is supported by the sidewinder.c
235 * Microsoft SideWinder GamePad (up to four, chained)
245 joystick will also re-center itself, taking the position it was in during
248 The SideWinder Standard is not a digital joystick, and thus is supported
249 by the analog driver described above.
252 --------------------
256 to:
259 * Logitech ThunderPad Digital
260 * Logitech WingMan Extreme Digital
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 an Y-cable or chained
273 Extreme and Logitech WingMan ThunderPad are not digital joysticks and are
274 handled by the analog driver described above. Logitech WingMan Warrior and
277 I-Force driver described below. Logitech CyberMan is not supported yet.
280 -----------
286 * Gravis BlackHawk Digital
291 of up to two of these pads either chained together or using an Y-cable on a
296 analog driver.
299 ----------------------------
302 themselves and is licensed to MadCatz. A3D devices are supported by the
310 allow connecting analog joysticks to them, you'll need to load the analog
311 driver as well to handle the attached joysticks.
314 the USB documentation for how to setup an USB mouse.
317 --------------------------------
320 module. This includes, but is not limited to:
324 * ThrustMaster Fusion Digital Game Pad
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
335 an Y-cable.
338 ---------------------
345 Up to two of these can be used on a single gameport, using an Y-cable.
347 Genius Digital joysticks
348 ------------------------
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 --------------------------
369 Other InterAct digital joysticks are not supported yet, but support can be
373 --------------------------
376 Once the module is loaded, the analog driver can be used to handle the
378 using Y-cables, you can connect up to 8 analog joysticks to a single L4
382 ------------------------------
387 analog driver can use the enhanced features of these gameports..
390 -------------------
397 ------------------
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 ------------------------------------------------------------------------
413 -----
415 Amiga joysticks, connected to an Amiga, are supported by the amijoy.c
420 a and b define the joysticks connected to the JOY0DAT and JOY1DAT ports of
427 1 1-button digital joystick
433 Game console and 8-bit pads and joysticks
434 -----------------------------------------
440 See :ref:`joystick-parport` for more info.
443 -----------------------
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
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
471 recentering of the spaceorb, moving the zero point to the position in which
473 you bind it to some other function.
478 ----------------------
486 supported as well. To use the module, you need to run inputattach after you
489 inputattach --warrior /dev/tts/x &
491 /dev/tts/x is the serial port your Warrior is attached to.
494 ----------------------
498 joy-magellan module. It currently supports only the:
505 To use it, you need to attach the serial port to the driver using the::
507 inputattach --magellan /dev/tts/x &
512 I-Force devices
513 ---------------
515 All I-Force devices are supported by the iforce module. This includes:
526 To use it, you need to attach the serial port to the driver using the::
528 inputattach --iforce /dev/tts/x &
530 command. After that the I-Force device will be detected, and the
536 The I-Force driver now supports force feedback via the event interface.
543 ----------------------
546 computers, is supported by the stinger.c module. To use it, attach the
547 serial port to the driver using::
549 inputattach --stinger /dev/tty/x &
558 some of its modes. The most useful modes are "normal" - for the 1.x
561 jstest --normal /dev/input/js0
562 jstest --old /dev/input/js0
577 :Q: Is it possible to connect my old Atari/Commodore/Amiga/console joystick
578 or pad that uses a 9-pin D-type cannon connector to the serial port of my
584 :A: Quake / Quake 2 don't support joystick. Use joy2key to simulate keypresses