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author | André Fabian Silva Delgado <emulatorman@parabola.nu> | 2015-08-05 17:04:01 -0300 |
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committer | André Fabian Silva Delgado <emulatorman@parabola.nu> | 2015-08-05 17:04:01 -0300 |
commit | 57f0f512b273f60d52568b8c6b77e17f5636edc0 (patch) | |
tree | 5e910f0e82173f4ef4f51111366a3f1299037a7b /Documentation/input/joystick-parport.txt |
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diff --git a/Documentation/input/joystick-parport.txt b/Documentation/input/joystick-parport.txt new file mode 100644 index 000000000..56870c70a --- /dev/null +++ b/Documentation/input/joystick-parport.txt @@ -0,0 +1,542 @@ + Linux Joystick parport drivers v2.0 + (c) 1998-2000 Vojtech Pavlik <vojtech@ucw.cz> + (c) 1998 Andree Borrmann <a.borrmann@tu-bs.de> + Sponsored by SuSE +---------------------------------------------------------------------------- + +0. Disclaimer +~~~~~~~~~~~~~ + Any information in this file is provided as-is, without any guarantee that +it will be true. So, use it at your own risk. The possible damages that can +happen include burning your parallel port, and/or the sticks and joystick +and maybe even more. Like when a lightning kills you it is not our problem. + +1. Intro +~~~~~~~~ + The joystick parport drivers are used for joysticks and gamepads not +originally designed for PCs and other computers Linux runs on. Because of +that, PCs usually lack the right ports to connect these devices to. Parallel +port, because of its ability to change single bits at will, and providing +both output and input bits is the most suitable port on the PC for +connecting such devices. + +2. Devices supported +~~~~~~~~~~~~~~~~~~~~ + Many console and 8-bit computer gamepads and joysticks are supported. The +following subsections discuss usage of each. + +2.1 NES and SNES +~~~~~~~~~~~~~~~~ + The Nintendo Entertainment System and Super Nintendo Entertainment System +gamepads are widely available, and easy to get. Also, they are quite easy to +connect to a PC, and don't need much processing speed (108 us for NES and +165 us for SNES, compared to about 1000 us for PC gamepads) to communicate +with them. + + All NES and SNES use the same synchronous serial protocol, clocked from +the computer's side (and thus timing insensitive). To allow up to 5 NES +and/or SNES gamepads and/or SNES mice connected to the parallel port at once, +the output lines of the parallel port are shared, while one of 5 available +input lines is assigned to each gamepad. + + This protocol is handled by the gamecon.c driver, so that's the one +you'll use for NES, SNES gamepads and SNES mice. + + The main problem with PC parallel ports is that they don't have +5V power +source on any of their pins. So, if you want a reliable source of power +for your pads, use either keyboard or joystick port, and make a pass-through +cable. You can also pull the power directly from the power supply (the red +wire is +5V). + + If you want to use the parallel port only, you can take the power is from +some data pin. For most gamepad and parport implementations only one pin is +needed, and I'd recommend pin 9 for that, the highest data bit. On the other +hand, if you are not planning to use anything else than NES / SNES on the +port, anything between and including pin 4 and pin 9 will work. + +(pin 9) -----> Power + + Unfortunately, there are pads that need a lot more of power, and parallel +ports that can't give much current through the data pins. If this is your +case, you'll need to use diodes (as a prevention of destroying your parallel +port), and combine the currents of two or more data bits together. + + Diodes +(pin 9) ----|>|-------+------> Power + | +(pin 8) ----|>|-------+ + | +(pin 7) ----|>|-------+ + | + <and so on> : + | +(pin 4) ----|>|-------+ + + Ground is quite easy. On PC's parallel port the ground is on any of the +pins from pin 18 to pin 25. So use any pin of these you like for the ground. + +(pin 18) -----> Ground + + NES and SNES pads have two input bits, Clock and Latch, which drive the +serial transfer. These are connected to pins 2 and 3 of the parallel port, +respectively. + +(pin 2) -----> Clock +(pin 3) -----> Latch + + And the last thing is the NES / SNES data wire. Only that isn't shared and +each pad needs its own data pin. The parallel port pins are: + +(pin 10) -----> Pad 1 data +(pin 11) -----> Pad 2 data +(pin 12) -----> Pad 3 data +(pin 13) -----> Pad 4 data +(pin 15) -----> Pad 5 data + + Note that pin 14 is not used, since it is not an input pin on the parallel +port. + + This is everything you need on the PC's side of the connection, now on to +the gamepads side. The NES and SNES have different connectors. Also, there +are quite a lot of NES clones, and because Nintendo used proprietary +connectors for their machines, the cloners couldn't and used standard D-Cannon +connectors. Anyway, if you've got a gamepad, and it has buttons A, B, Turbo +A, Turbo B, Select and Start, and is connected through 5 wires, then it is +either a NES or NES clone and will work with this connection. SNES gamepads +also use 5 wires, but have more buttons. They will work as well, of course. + +Pinout for NES gamepads Pinout for SNES gamepads and mice + + +----> Power +-----------------------\ + | 7 | o o o o | x x o | 1 + 5 +---------+ 7 +-----------------------/ + | x x o \ | | | | | + | o o o o | | | | | +-> Ground + 4 +------------+ 1 | | | +------------> Data + | | | | | | +---------------> Latch + | | | +-> Ground | +------------------> Clock + | | +----> Clock +---------------------> Power + | +-------> Latch + +----------> Data + +Pinout for NES clone (db9) gamepads Pinout for NES clone (db15) gamepads + + +---------> Clock +-----------------> Data + | +-------> Latch | +---> Ground + | | +-----> Data | | + | | | ___________________ + _____________ 8 \ o x x x x x x o / 1 + 5 \ x o o o x / 1 \ o x x o x x o / + \ x o x o / 15 `~~~~~~~~~~~~~' 9 + 9 `~~~~~~~' 6 | | | + | | | | +----> Clock + | +----> Power | +----------> Latch + +--------> Ground +----------------> Power + +2.2 Multisystem joysticks +~~~~~~~~~~~~~~~~~~~~~~~~~ + In the era of 8-bit machines, there was something like de-facto standard +for joystick ports. They were all digital, and all used D-Cannon 9 pin +connectors (db9). Because of that, a single joystick could be used without +hassle on Atari (130, 800XE, 800XL, 2600, 7200), Amiga, Commodore C64, +Amstrad CPC, Sinclair ZX Spectrum and many other machines. That's why these +joysticks are called "Multisystem". + + Now their pinout: + + +---------> Right + | +-------> Left + | | +-----> Down + | | | +---> Up + | | | | + _____________ +5 \ x o o o o / 1 + \ x o x o / + 9 `~~~~~~~' 6 + | | + | +----> Button + +--------> Ground + + However, as time passed, extensions to this standard developed, and these +were not compatible with each other: + + + Atari 130, 800/XL/XE MSX + + +-----------> Power + +---------> Right | +---------> Right + | +-------> Left | | +-------> Left + | | +-----> Down | | | +-----> Down + | | | +---> Up | | | | +---> Up + | | | | | | | | | + _____________ _____________ +5 \ x o o o o / 1 5 \ o o o o o / 1 + \ x o o o / \ o o o o / + 9 `~~~~~~~' 6 9 `~~~~~~~' 6 + | | | | | | | + | | +----> Button | | | +----> Button 1 + | +------> Power | | +------> Button 2 + +--------> Ground | +--------> Output 3 + +----------> Ground + + Amstrad CPC Commodore C64 + + +-----------> Analog Y + +---------> Right | +---------> Right + | +-------> Left | | +-------> Left + | | +-----> Down | | | +-----> Down + | | | +---> Up | | | | +---> Up + | | | | | | | | | + _____________ _____________ +5 \ x o o o o / 1 5 \ o o o o o / 1 + \ x o o o / \ o o o o / + 9 `~~~~~~~' 6 9 `~~~~~~~' 6 + | | | | | | | + | | +----> Button 1 | | | +----> Button + | +------> Button 2 | | +------> Power + +--------> Ground | +--------> Ground + +----------> Analog X + + Sinclair Spectrum +2A/+3 Amiga 1200 + + +-----------> Up +-----------> Button 3 + | +---------> Fire | +---------> Right + | | | | +-------> Left + | | +-----> Ground | | | +-----> Down + | | | | | | | +---> Up + | | | | | | | | + _____________ _____________ +5 \ o o x o x / 1 5 \ o o o o o / 1 + \ o o o o / \ o o o o / + 9 `~~~~~~~' 6 9 `~~~~~~~' 6 + | | | | | | | | + | | | +----> Right | | | +----> Button 1 + | | +------> Left | | +------> Power + | +--------> Ground | +--------> Ground + +----------> Down +----------> Button 2 + + And there were many others. + +2.2.1 Multisystem joysticks using db9.c +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the Multisystem joysticks, and their derivatives, the db9.c driver +was written. It allows only one joystick / gamepad per parallel port, but +the interface is easy to build and works with almost anything. + + For the basic 1-button Multisystem joystick you connect its wires to the +parallel port like this: + +(pin 1) -----> Power +(pin 18) -----> Ground + +(pin 2) -----> Up +(pin 3) -----> Down +(pin 4) -----> Left +(pin 5) -----> Right +(pin 6) -----> Button 1 + + However, if the joystick is switch based (eg. clicks when you move it), +you might or might not, depending on your parallel port, need 10 kOhm pullup +resistors on each of the direction and button signals, like this: + +(pin 2) ------------+------> Up + Resistor | +(pin 1) --[10kOhm]--+ + + Try without, and if it doesn't work, add them. For TTL based joysticks / +gamepads the pullups are not needed. + + For joysticks with two buttons you connect the second button to pin 7 on +the parallel port. + +(pin 7) -----> Button 2 + + And that's it. + + On a side note, if you have already built a different adapter for use with +the digital joystick driver 0.8.0.2, this is also supported by the db9.c +driver, as device type 8. (See section 3.2) + +2.2.2 Multisystem joysticks using gamecon.c +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For some people just one joystick per parallel port is not enough, and/or +want to use them on one parallel port together with NES/SNES/PSX pads. This is +possible using the gamecon.c. It supports up to 5 devices of the above types, +including 1 and 2 buttons Multisystem joysticks. + + However, there is nothing for free. To allow more sticks to be used at +once, you need the sticks to be purely switch based (that is non-TTL), and +not to need power. Just a plain simple six switches inside. If your +joystick can do more (eg. turbofire) you'll need to disable it totally first +if you want to use gamecon.c. + + Also, the connection is a bit more complex. You'll need a bunch of diodes, +and one pullup resistor. First, you connect the Directions and the button +the same as for db9, however with the diodes between. + + Diodes +(pin 2) -----|<|----> Up +(pin 3) -----|<|----> Down +(pin 4) -----|<|----> Left +(pin 5) -----|<|----> Right +(pin 6) -----|<|----> Button 1 + + For two button sticks you also connect the other button. + +(pin 7) -----|<|----> Button 2 + + And finally, you connect the Ground wire of the joystick, like done in +this little schematic to Power and Data on the parallel port, as described +for the NES / SNES pads in section 2.1 of this file - that is, one data pin +for each joystick. The power source is shared. + +Data ------------+-----> Ground + Resistor | +Power --[10kOhm]--+ + + And that's all, here we go! + +2.2.3 Multisystem joysticks using turbografx.c +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + The TurboGraFX interface, designed by + + Steffen Schwenke <schwenke@burg-halle.de> + + allows up to 7 Multisystem joysticks connected to the parallel port. In +Steffen's version, there is support for up to 5 buttons per joystick. However, +since this doesn't work reliably on all parallel ports, the turbografx.c driver +supports only one button per joystick. For more information on how to build the +interface, see + + http://www2.burg-halle.de/~schwenke/parport.html + +2.3 Sony Playstation +~~~~~~~~~~~~~~~~~~~~ + + The PSX controller is supported by the gamecon.c. Pinout of the PSX +controller (compatible with DirectPadPro): + + +---------+---------+---------+ +9 | o o o | o o o | o o o | 1 parallel + \________|_________|________/ port pins + | | | | | | + | | | | | +--------> Clock --- (4) + | | | | +------------> Select --- (3) + | | | +---------------> Power --- (5-9) + | | +------------------> Ground --- (18-25) + | +-------------------------> Command --- (2) + +----------------------------> Data --- (one of 10,11,12,13,15) + + The driver supports these controllers: + + * Standard PSX Pad + * NegCon PSX Pad + * Analog PSX Pad (red mode) + * Analog PSX Pad (green mode) + * PSX Rumble Pad + * PSX DDR Pad + +2.4 Sega +~~~~~~~~ + All the Sega controllers are more or less based on the standard 2-button +Multisystem joystick. However, since they don't use switches and use TTL +logic, the only driver usable with them is the db9.c driver. + +2.4.1 Sega Master System +~~~~~~~~~~~~~~~~~~~~~~~~ + The SMS gamepads are almost exactly the same as normal 2-button +Multisystem joysticks. Set the driver to Multi2 mode, use the corresponding +parallel port pins, and the following schematic: + + +-----------> Power + | +---------> Right + | | +-------> Left + | | | +-----> Down + | | | | +---> Up + | | | | | + _____________ +5 \ o o o o o / 1 + \ o o x o / + 9 `~~~~~~~' 6 + | | | + | | +----> Button 1 + | +--------> Ground + +----------> Button 2 + +2.4.2 Sega Genesis aka MegaDrive +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + The Sega Genesis (in Europe sold as Sega MegaDrive) pads are an extension +to the Sega Master System pads. They use more buttons (3+1, 5+1, 6+1). Use +the following schematic: + + +-----------> Power + | +---------> Right + | | +-------> Left + | | | +-----> Down + | | | | +---> Up + | | | | | + _____________ +5 \ o o o o o / 1 + \ o o o o / + 9 `~~~~~~~' 6 + | | | | + | | | +----> Button 1 + | | +------> Select + | +--------> Ground + +----------> Button 2 + + The Select pin goes to pin 14 on the parallel port. + +(pin 14) -----> Select + + The rest is the same as for Multi2 joysticks using db9.c + +2.4.3 Sega Saturn +~~~~~~~~~~~~~~~~~ + Sega Saturn has eight buttons, and to transfer that, without hacks like +Genesis 6 pads use, it needs one more select pin. Anyway, it is still +handled by the db9.c driver. Its pinout is very different from anything +else. Use this schematic: + + +-----------> Select 1 + | +---------> Power + | | +-------> Up + | | | +-----> Down + | | | | +---> Ground + | | | | | + _____________ +5 \ o o o o o / 1 + \ o o o o / + 9 `~~~~~~~' 6 + | | | | + | | | +----> Select 2 + | | +------> Right + | +--------> Left + +----------> Power + + Select 1 is pin 14 on the parallel port, Select 2 is pin 16 on the +parallel port. + +(pin 14) -----> Select 1 +(pin 16) -----> Select 2 + + The other pins (Up, Down, Right, Left, Power, Ground) are the same as for +Multi joysticks using db9.c + +3. The drivers +~~~~~~~~~~~~~~ + There are three drivers for the parallel port interfaces. Each, as +described above, allows to connect a different group of joysticks and pads. +Here are described their command lines: + +3.1 gamecon.c +~~~~~~~~~~~~~ + Using gamecon.c you can connect up to five devices to one parallel port. It +uses the following kernel/module command line: + + gamecon.map=port,pad1,pad2,pad3,pad4,pad5 + + Where 'port' the number of the parport interface (eg. 0 for parport0). + + And 'pad1' to 'pad5' are pad types connected to different data input pins +(10,11,12,13,15), as described in section 2.1 of this file. + + The types are: + + Type | Joystick/Pad + -------------------- + 0 | None + 1 | SNES pad + 2 | NES pad + 4 | Multisystem 1-button joystick + 5 | Multisystem 2-button joystick + 6 | N64 pad + 7 | Sony PSX controller + 8 | Sony PSX DDR controller + 9 | SNES mouse + + The exact type of the PSX controller type is autoprobed when used, so +hot swapping should work (but is not recommended). + + Should you want to use more than one of parallel ports at once, you can use +gamecon.map2 and gamecon.map3 as additional command line parameters for two +more parallel ports. + + There are two options specific to PSX driver portion. gamecon.psx_delay sets +the command delay when talking to the controllers. The default of 25 should +work but you can try lowering it for better performance. If your pads don't +respond try raising it until they work. Setting the type to 8 allows the +driver to be used with Dance Dance Revolution or similar games. Arrow keys are +registered as key presses instead of X and Y axes. + +3.2 db9.c +~~~~~~~~~ + Apart from making an interface, there is nothing difficult on using the +db9.c driver. It uses the following kernel/module command line: + + db9.dev=port,type + + Where 'port' is the number of the parport interface (eg. 0 for parport0). + + Caveat here: This driver only works on bidirectional parallel ports. If +your parallel port is recent enough, you should have no trouble with this. +Old parallel ports may not have this feature. + + 'Type' is the type of joystick or pad attached: + + Type | Joystick/Pad + -------------------- + 0 | None + 1 | Multisystem 1-button joystick + 2 | Multisystem 2-button joystick + 3 | Genesis pad (3+1 buttons) + 5 | Genesis pad (5+1 buttons) + 6 | Genesis pad (6+2 buttons) + 7 | Saturn pad (8 buttons) + 8 | Multisystem 1-button joystick (v0.8.0.2 pin-out) + 9 | Two Multisystem 1-button joysticks (v0.8.0.2 pin-out) + 10 | Amiga CD32 pad + + Should you want to use more than one of these joysticks/pads at once, you +can use db9.dev2 and db9.dev3 as additional command line parameters for two +more joysticks/pads. + +3.3 turbografx.c +~~~~~~~~~~~~~~~~ + The turbografx.c driver uses a very simple kernel/module command line: + + turbografx.map=port,js1,js2,js3,js4,js5,js6,js7 + + Where 'port' is the number of the parport interface (eg. 0 for parport0). + + 'jsX' is the number of buttons the Multisystem joysticks connected to the +interface ports 1-7 have. For a standard multisystem joystick, this is 1. + + Should you want to use more than one of these interfaces at once, you can +use turbografx.map2 and turbografx.map3 as additional command line parameters +for two more interfaces. + +3.4 PC parallel port pinout +~~~~~~~~~~~~~~~~~~~~~~~~~~~ + .----------------------------------------. + At the PC: \ 13 12 11 10 9 8 7 6 5 4 3 2 1 / + \ 25 24 23 22 21 20 19 18 17 16 15 14 / + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + Pin | Name | Description + ~~~~~~|~~~~~~~~~|~~~~~~~~~~ + 1 | /STROBE | Strobe + 2-9 | D0-D7 | Data Bit 0-7 + 10 | /ACK | Acknowledge + 11 | BUSY | Busy + 12 | PE | Paper End + 13 | SELIN | Select In + 14 | /AUTOFD | Autofeed + 15 | /ERROR | Error + 16 | /INIT | Initialize + 17 | /SEL | Select + 18-25 | GND | Signal Ground + +3.5 End +~~~~~~~ + That's all, folks! Have fun! |