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Documentation / input / joystick-parport.txt

Based on kernel version 2.6.26. Page generated on 2008-07-16 21:13 EST.

1			    Linux Joystick parport drivers v2.0
2		       (c) 1998-2000 Vojtech Pavlik <vojtech[AT]ucw[DOT]cz>
3		       (c) 1998 Andree Borrmann <a.borrmann[AT]tu-bs[DOT]de>
4				     Sponsored by SuSE
5		$Id: joystick-parport.txt,v 1.6 2001/09/25 09:31:32 vojtech Exp $
6	----------------------------------------------------------------------------
7	
8	0. Disclaimer
9	~~~~~~~~~~~~~
10	  Any information in this file is provided as-is, without any guarantee that
11	it will be true. So, use it at your own risk. The possible damages that can
12	happen include burning your parallel port, and/or the sticks and joystick
13	and maybe even more. Like when a lightning kills you it is not our problem.
14	
15	1. Intro
16	~~~~~~~~
17	  The joystick parport drivers are used for joysticks and gamepads not
18	originally designed for PCs and other computers Linux runs on. Because of
19	that, PCs usually lack the right ports to connect these devices to. Parallel
20	port, because of its ability to change single bits at will, and providing
21	both output and input bits is the most suitable port on the PC for
22	connecting such devices.
23	
24	2. Devices supported
25	~~~~~~~~~~~~~~~~~~~~
26	  Many console and 8-bit computer gamepads and joysticks are supported. The
27	following subsections discuss usage of each.
28	
29	2.1 NES and SNES
30	~~~~~~~~~~~~~~~~
31	  The Nintendo Entertainment System and Super Nintendo Entertainment System
32	gamepads are widely available, and easy to get. Also, they are quite easy to
33	connect to a PC, and don't need much processing speed (108 us for NES and
34	165 us for SNES, compared to about 1000 us for PC gamepads) to communicate
35	with them.
36	
37	  All NES and SNES use the same synchronous serial protocol, clocked from
38	the computer's side (and thus timing insensitive). To allow up to 5 NES
39	and/or SNES gamepads and/or SNES mice connected to the parallel port at once,
40	the output lines of the parallel port are shared, while one of 5 available
41	input lines is assigned to each gamepad.
42	
43	  This protocol is handled by the gamecon.c driver, so that's the one
44	you'll use for NES, SNES gamepads and SNES mice.
45	
46	  The main problem with PC parallel ports is that they don't have +5V power
47	source on any of their pins. So, if you want a reliable source of power
48	for your pads, use either keyboard or joystick port, and make a pass-through
49	cable. You can also pull the power directly from the power supply (the red
50	wire is +5V).
51	
52	  If you want to use the parallel port only, you can take the power is from
53	some data pin. For most gamepad and parport implementations only one pin is
54	needed, and I'd recommend pin 9 for that, the highest data bit. On the other
55	hand, if you are not planning to use anything else than NES / SNES on the
56	port, anything between and including pin 4 and pin 9 will work.
57	
58	(pin 9) -----> Power
59	
60	  Unfortunately, there are pads that need a lot more of power, and parallel
61	ports that can't give much current through the data pins. If this is your
62	case, you'll need to use diodes (as a prevention of destroying your parallel
63	port), and combine the currents of two or more data bits together.
64	
65		   Diodes
66	(pin 9) ----|>|-------+------> Power
67			      |
68	(pin 8) ----|>|-------+
69			      |
70	(pin 7) ----|>|-------+
71			      |
72	 <and so on>          :
73			      |
74	(pin 4) ----|>|-------+
75	
76	  Ground is quite easy. On PC's parallel port the ground is on any of the
77	pins from pin 18 to pin 25. So use any pin of these you like for the ground.
78	
79	(pin 18) -----> Ground
80	
81	  NES and SNES pads have two input bits, Clock and Latch, which drive the
82	serial transfer. These are connected to pins 2 and 3 of the parallel port,
83	respectively.
84	
85	(pin 2) -----> Clock
86	(pin 3) -----> Latch
87	
88	  And the last thing is the NES / SNES data wire. Only that isn't shared and
89	each pad needs its own data pin. The parallel port pins are:
90	
91	(pin 10) -----> Pad 1 data
92	(pin 11) -----> Pad 2 data
93	(pin 12) -----> Pad 3 data
94	(pin 13) -----> Pad 4 data
95	(pin 15) -----> Pad 5 data
96	
97	  Note that pin 14 is not used, since it is not an input pin on the parallel
98	port.
99	
100	  This is everything you need on the PC's side of the connection, now on to
101	the gamepads side. The NES and SNES have different connectors. Also, there
102	are quite a lot of NES clones, and because Nintendo used proprietary
103	connectors for their machines, the cloners couldn't and used standard D-Cannon
104	connectors. Anyway, if you've got a gamepad, and it has buttons A, B, Turbo
105	A, Turbo B, Select and Start, and is connected through 5 wires, then it is
106	either a NES or NES clone and will work with this connection. SNES gamepads
107	also use 5 wires, but have more buttons. They will work as well, of course.
108	
109	Pinout for NES gamepads                 Pinout for SNES gamepads and mice
110	
111		   +----> Power                   +-----------------------\
112		   |                            7 | o  o  o  o |  x  x  o  | 1
113	 5 +---------+  7                         +-----------------------/
114	   | x  x  o   \                            |  |  |  |          |
115	   | o  o  o  o |                           |  |  |  |          +-> Ground
116	 4 +------------+ 1                         |  |  |  +------------> Data
117	     |  |  |  |                             |  |  +---------------> Latch
118	     |  |  |  +-> Ground                    |  +------------------> Clock
119	     |  |  +----> Clock                     +---------------------> Power
120	     |  +-------> Latch
121	     +----------> Data
122	
123	Pinout for NES clone (db9) gamepads     Pinout for NES clone (db15) gamepads
124	
125		+---------> Clock                    +-----------------> Data
126		| +-------> Latch                    |             +---> Ground
127		| | +-----> Data                     |             |
128		| | |                              ___________________
129	    _____________                        8 \ o x x x x x x o / 1
130	  5 \ x o o o x / 1                         \ o x x o x x o /
131	     \ x o x o /                          15 `~~~~~~~~~~~~~' 9
132	    9 `~~~~~~~' 6                             |     |     |
133		 |   |                                |     |     +----> Clock
134		 |   +----> Power                     |     +----------> Latch
135		 +--------> Ground                    +----------------> Power
136	
137	2.2 Multisystem joysticks
138	~~~~~~~~~~~~~~~~~~~~~~~~~
139	  In the era of 8-bit machines, there was something like de-facto standard
140	for joystick ports. They were all digital, and all used D-Cannon 9 pin
141	connectors (db9). Because of that, a single joystick could be used without
142	hassle on Atari (130, 800XE, 800XL, 2600, 7200), Amiga, Commodore C64,
143	Amstrad CPC, Sinclair ZX Spectrum and many other machines. That's why these
144	joysticks are called "Multisystem".
145	
146	  Now their pinout:
147	
148	      +---------> Right
149	      | +-------> Left
150	      | | +-----> Down
151	      | | | +---> Up
152	      | | | |
153	  _____________
154	5 \ x o o o o / 1
155	   \ x o x o /
156	  9 `~~~~~~~' 6
157	       |   |
158	       |   +----> Button
159	       +--------> Ground
160	
161	  However, as time passed, extensions to this standard developed, and these
162	were not compatible with each other:
163	
164	
165		Atari 130, 800/XL/XE		   MSX
166	
167						 +-----------> Power
168	      +---------> Right                  | +---------> Right
169	      | +-------> Left                   | | +-------> Left
170	      | | +-----> Down                   | | | +-----> Down
171	      | | | +---> Up                     | | | | +---> Up
172	      | | | |                            | | | | |
173	  _____________                        _____________
174	5 \ x o o o o / 1                    5 \ o o o o o / 1
175	   \ x o o o /                          \ o o o o /
176	  9 `~~~~~~~' 6                        9 `~~~~~~~' 6
177	       | | |                              | | | |
178	       | | +----> Button                  | | | +----> Button 1
179	       | +------> Power                   | | +------> Button 2
180	       +--------> Ground                  | +--------> Output 3
181						  +----------> Ground
182	
183		Amstrad CPC			   Commodore C64
184	
185						 +-----------> Analog Y
186	      +---------> Right                  | +---------> Right
187	      | +-------> Left                   | | +-------> Left
188	      | | +-----> Down                   | | | +-----> Down
189	      | | | +---> Up                     | | | | +---> Up
190	      | | | |                            | | | | |
191	  _____________                        _____________
192	5 \ x o o o o / 1                    5 \ o o o o o / 1
193	   \ x o o o /                          \ o o o o /
194	  9 `~~~~~~~' 6                        9 `~~~~~~~' 6
195	       | | |                              | | | |
196	       | | +----> Button 1                | | | +----> Button
197	       | +------> Button 2                | | +------> Power
198	       +--------> Ground                  | +--------> Ground
199						  +----------> Analog X
200	
201		Sinclair Spectrum +2A/+3           Amiga 1200
202	                                     
203	    +-----------> Up                     +-----------> Button 3
204	    | +---------> Fire                   | +---------> Right
205	    | |                                  | | +-------> Left
206	    | |   +-----> Ground                 | | | +-----> Down
207	    | |   |                              | | | | +---> Up
208	    | |   |                              | | | | |
209	  _____________                        _____________
210	5 \ o o x o x / 1                    5 \ o o o o o / 1
211	   \ o o o o /                          \ o o o o /
212	  9 `~~~~~~~' 6                        9 `~~~~~~~' 6
213	     | | | |                              | | | |
214	     | | | +----> Right                   | | | +----> Button 1
215	     | | +------> Left                    | | +------> Power
216	     | +--------> Ground                  | +--------> Ground
217	     +----------> Down                    +----------> Button 2
218	
219	  And there were many others.
220	
221	2.2.1 Multisystem joysticks using db9.c
222	~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
223	  For the Multisystem joysticks, and their derivatives, the db9.c driver
224	was written. It allows only one joystick / gamepad per parallel port, but
225	the interface is easy to build and works with almost anything.
226	
227	  For the basic 1-button Multisystem joystick you connect its wires to the
228	parallel port like this:
229	
230	(pin  1) -----> Power
231	(pin 18) -----> Ground
232	
233	(pin  2) -----> Up
234	(pin  3) -----> Down
235	(pin  4) -----> Left
236	(pin  5) -----> Right
237	(pin  6) -----> Button 1
238	
239	  However, if the joystick is switch based (eg. clicks when you move it),
240	you might or might not, depending on your parallel port, need 10 kOhm pullup
241	resistors on each of the direction and button signals, like this:
242	
243	(pin 2) ------------+------> Up
244		  Resistor  |
245	(pin 1) --[10kOhm]--+
246	
247	  Try without, and if it doesn't work, add them. For TTL based joysticks /
248	gamepads the pullups are not needed.
249	
250	  For joysticks with two buttons you connect the second button to pin 7 on
251	the parallel port.
252	
253	(pin 7) -----> Button 2
254	
255	  And that's it.
256	
257	  On a side note, if you have already built a different adapter for use with
258	the digital joystick driver 0.8.0.2, this is also supported by the db9.c
259	driver, as device type 8. (See section 3.2)
260	
261	2.2.2 Multisystem joysticks using gamecon.c
262	~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
263	  For some people just one joystick per parallel port is not enough, and/or
264	want to use them on one parallel port together with NES/SNES/PSX pads. This is
265	possible using the gamecon.c. It supports up to 5 devices of the above types,
266	including 1 and 2 buttons Multisystem joysticks.
267	
268	  However, there is nothing for free. To allow more sticks to be used at
269	once, you need the sticks to be purely switch based (that is non-TTL), and
270	not to need power. Just a plain simple six switches inside. If your
271	joystick can do more (eg. turbofire) you'll need to disable it totally first
272	if you want to use gamecon.c.
273	
274	  Also, the connection is a bit more complex. You'll need a bunch of diodes,
275	and one pullup resistor. First, you connect the Directions and the button
276	the same as for db9, however with the diodes inbetween.
277	
278		    Diodes
279	(pin 2) -----|<|----> Up
280	(pin 3) -----|<|----> Down
281	(pin 4) -----|<|----> Left
282	(pin 5) -----|<|----> Right
283	(pin 6) -----|<|----> Button 1
284	
285	  For two button sticks you also connect the other button.
286	
287	(pin 7) -----|<|----> Button 2
288	
289	  And finally, you connect the Ground wire of the joystick, like done in
290	this little schematic to Power and Data on the parallel port, as described
291	for the NES / SNES pads in section 2.1 of this file - that is, one data pin
292	for each joystick. The power source is shared.
293	
294	Data    ------------+-----> Ground
295		  Resistor  |
296	Power   --[10kOhm]--+
297	
298	  And that's all, here we go!
299	
300	2.2.3 Multisystem joysticks using turbografx.c
301	~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
302	  The TurboGraFX interface, designed by
303	
304		Steffen Schwenke <schwenke[AT]burg-halle[DOT]de>
305	
306	  allows up to 7 Multisystem joysticks connected to the parallel port. In
307	Steffen's version, there is support for up to 5 buttons per joystick.  However,
308	since this doesn't work reliably on all parallel ports, the turbografx.c driver
309	supports only one button per joystick. For more information on how to build the
310	interface, see
311	
312		http://www2.burg-halle.de/~schwenke/parport.html
313	
314	2.3 Sony Playstation
315	~~~~~~~~~~~~~~~~~~~~
316	
317	  The PSX controller is supported by the gamecon.c. Pinout of the PSX
318	controller (compatible with DirectPadPro):
319	
320	  +---------+---------+---------+
321	9 | o  o  o | o  o  o | o  o  o | 1               parallel
322	   \________|_________|________/                  port pins
323	    |  |      |  |  |   |
324	    |  |      |  |  |   +-------->  Clock    ---  (4)
325	    |  |      |  |  +------------>  Select   ---  (3)
326	    |  |      |  +--------------->  Power    ---  (5-9)
327	    |  |      +------------------>  Ground   ---  (18-25)
328	    |  +------------------------->  Command  ---  (2)
329	    +---------------------------->  Data     ---  (one of 10,11,12,13,15)
330	
331	  The driver supports these controllers:
332	
333	 * Standard PSX Pad
334	 * NegCon PSX Pad
335	 * Analog PSX Pad (red mode)
336	 * Analog PSX Pad (green mode)
337	 * PSX Rumble Pad
338	 * PSX DDR Pad
339	
340	2.4 Sega
341	~~~~~~~~
342	  All the Sega controllers are more or less based on the standard 2-button
343	Multisystem joystick. However, since they don't use switches and use TTL
344	logic, the only driver usable with them is the db9.c driver.
345	
346	2.4.1 Sega Master System
347	~~~~~~~~~~~~~~~~~~~~~~~~
348	  The SMS gamepads are almost exactly the same as normal 2-button
349	Multisystem joysticks. Set the driver to Multi2 mode, use the corresponding
350	parallel port pins, and the following schematic:
351	
352	    +-----------> Power
353	    | +---------> Right
354	    | | +-------> Left
355	    | | | +-----> Down
356	    | | | | +---> Up
357	    | | | | |
358	  _____________
359	5 \ o o o o o / 1
360	   \ o o x o /
361	  9 `~~~~~~~' 6
362	     | |   |
363	     | |   +----> Button 1
364	     | +--------> Ground
365	     +----------> Button 2
366	
367	2.4.2 Sega Genesis aka MegaDrive
368	~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
369	  The Sega Genesis (in Europe sold as Sega MegaDrive) pads are an extension
370	to the Sega Master System pads. They use more buttons (3+1, 5+1, 6+1).  Use
371	the following schematic:
372	
373	    +-----------> Power
374	    | +---------> Right
375	    | | +-------> Left
376	    | | | +-----> Down
377	    | | | | +---> Up
378	    | | | | |
379	  _____________
380	5 \ o o o o o / 1
381	   \ o o o o /
382	  9 `~~~~~~~' 6
383	     | | | |
384	     | | | +----> Button 1
385	     | | +------> Select
386	     | +--------> Ground
387	     +----------> Button 2
388	
389	  The Select pin goes to pin 14 on the parallel port.
390	
391	(pin 14) -----> Select
392	
393	  The rest is the same as for Multi2 joysticks using db9.c
394	
395	2.4.3 Sega Saturn
396	~~~~~~~~~~~~~~~~~
397	  Sega Saturn has eight buttons, and to transfer that, without hacks like
398	Genesis 6 pads use, it needs one more select pin. Anyway, it is still
399	handled by the db9.c driver. Its pinout is very different from anything
400	else.  Use this schematic:
401	
402	    +-----------> Select 1
403	    | +---------> Power
404	    | | +-------> Up
405	    | | | +-----> Down
406	    | | | | +---> Ground
407	    | | | | |
408	  _____________
409	5 \ o o o o o / 1
410	   \ o o o o /
411	  9 `~~~~~~~' 6
412	     | | | |
413	     | | | +----> Select 2
414	     | | +------> Right
415	     | +--------> Left
416	     +----------> Power
417	
418	  Select 1 is pin 14 on the parallel port, Select 2 is pin 16 on the
419	parallel port.
420	
421	(pin 14) -----> Select 1
422	(pin 16) -----> Select 2
423	
424	  The other pins (Up, Down, Right, Left, Power, Ground) are the same as for
425	Multi joysticks using db9.c
426	
427	3. The drivers
428	~~~~~~~~~~~~~~
429	  There are three drivers for the parallel port interfaces. Each, as
430	described above, allows to connect a different group of joysticks and pads.
431	Here are described their command lines:
432	
433	3.1 gamecon.c
434	~~~~~~~~~~~~~
435	  Using gamecon.c you can connect up to five devices to one parallel port. It
436	uses the following kernel/module command line:
437	
438		gamecon.map=port,pad1,pad2,pad3,pad4,pad5
439	
440	  Where 'port' the number of the parport interface (eg. 0 for parport0).
441	
442	  And 'pad1' to 'pad5' are pad types connected to different data input pins
443	(10,11,12,13,15), as described in section 2.1 of this file.
444	
445	  The types are:
446	
447		Type | Joystick/Pad
448		--------------------
449		  0  | None
450		  1  | SNES pad
451		  2  | NES pad
452		  4  | Multisystem 1-button joystick
453		  5  | Multisystem 2-button joystick
454		  6  | N64 pad
455		  7  | Sony PSX controller
456		  8  | Sony PSX DDR controller
457		  9  | SNES mouse
458	
459	  The exact type of the PSX controller type is autoprobed when used, so
460	hot swapping should work (but is not recommended).
461	
462	  Should you want to use more than one of parallel ports at once, you can use
463	gamecon.map2 and gamecon.map3 as additional command line parameters for two
464	more parallel ports.
465	
466	  There are two options specific to PSX driver portion.  gamecon.psx_delay sets
467	the command delay when talking to the controllers. The default of 25 should
468	work but you can try lowering it for better performance. If your pads don't
469	respond try raising it until they work. Setting the type to 8 allows the
470	driver to be used with Dance Dance Revolution or similar games. Arrow keys are
471	registered as key presses instead of X and Y axes.
472	
473	3.2 db9.c
474	~~~~~~~~~
475	  Apart from making an interface, there is nothing difficult on using the
476	db9.c driver. It uses the following kernel/module command line:
477	
478		db9.dev=port,type
479	
480	  Where 'port' is the number of the parport interface (eg. 0 for parport0).
481	
482	  Caveat here: This driver only works on bidirectional parallel ports. If
483	your parallel port is recent enough, you should have no trouble with this.
484	Old parallel ports may not have this feature.
485	
486	  'Type' is the type of joystick or pad attached:
487	
488		Type | Joystick/Pad
489		--------------------
490		  0  | None
491		  1  | Multisystem 1-button joystick
492		  2  | Multisystem 2-button joystick
493		  3  | Genesis pad (3+1 buttons)
494		  5  | Genesis pad (5+1 buttons)
495		  6  | Genesis pad (6+2 buttons)
496		  7  | Saturn pad (8 buttons)
497		  8  | Multisystem 1-button joystick (v0.8.0.2 pin-out)
498		  9  | Two Multisystem 1-button joysticks (v0.8.0.2 pin-out) 
499		 10  | Amiga CD32 pad
500	
501	  Should you want to use more than one of these joysticks/pads at once, you
502	can use db9.dev2 and db9.dev3 as additional command line parameters for two
503	more joysticks/pads.
504	
505	3.3 turbografx.c
506	~~~~~~~~~~~~~~~~
507	  The turbografx.c driver uses a very simple kernel/module command line:
508	
509		turbografx.map=port,js1,js2,js3,js4,js5,js6,js7
510	
511	  Where 'port' is the number of the parport interface (eg. 0 for parport0).
512	
513	  'jsX' is the number of buttons the Multisystem joysticks connected to the
514	interface ports 1-7 have. For a standard multisystem joystick, this is 1.
515	
516	  Should you want to use more than one of these interfaces at once, you can
517	use turbografx.map2 and turbografx.map3 as additional command line parameters
518	for two more interfaces.
519	
520	3.4 PC parallel port pinout
521	~~~~~~~~~~~~~~~~~~~~~~~~~~~
522			  .----------------------------------------.
523	   At the PC:     \ 13 12 11 10  9  8  7  6  5  4  3  2  1 /
524	                   \  25 24 23 22 21 20 19 18 17 16 15 14 /
525	                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
526	
527		  Pin | Name    | Description
528		~~~~~~|~~~~~~~~~|~~~~~~~~~~
529		    1 | /STROBE | Strobe
530		  2-9 | D0-D7   | Data Bit 0-7
531		   10 | /ACK    | Acknowledge
532		   11 | BUSY    | Busy
533		   12 | PE      | Paper End
534		   13 | SELIN   | Select In
535		   14 | /AUTOFD | Autofeed
536		   15 | /ERROR  | Error
537		   16 | /INIT   | Initialize
538		   17 | /SEL    | Select
539		18-25 | GND     | Signal Ground
540	
541	3.5 End
542	~~~~~~~
543	  That's all, folks! Have fun!
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