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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-11 08:27:49 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-11 08:27:49 +0000 |
commit | ace9429bb58fd418f0c81d4c2835699bddf6bde6 (patch) | |
tree | b2d64bc10158fdd5497876388cd68142ca374ed3 /Documentation/input/devices/xpad.rst | |
parent | Initial commit. (diff) | |
download | linux-ace9429bb58fd418f0c81d4c2835699bddf6bde6.tar.xz linux-ace9429bb58fd418f0c81d4c2835699bddf6bde6.zip |
Adding upstream version 6.6.15.upstream/6.6.15
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'Documentation/input/devices/xpad.rst')
-rw-r--r-- | Documentation/input/devices/xpad.rst | 234 |
1 files changed, 234 insertions, 0 deletions
diff --git a/Documentation/input/devices/xpad.rst b/Documentation/input/devices/xpad.rst new file mode 100644 index 0000000000..a480bc7815 --- /dev/null +++ b/Documentation/input/devices/xpad.rst @@ -0,0 +1,234 @@ +======================================================= +xpad - Linux USB driver for Xbox compatible controllers +======================================================= + +This driver exposes all first-party and third-party Xbox compatible +controllers. It has a long history and has enjoyed considerable usage +as Windows' xinput library caused most PC games to focus on Xbox +controller compatibility. + +Due to backwards compatibility all buttons are reported as digital. +This only affects Original Xbox controllers. All later controller models +have only digital face buttons. + +Rumble is supported on some models of Xbox 360 controllers but not of +Original Xbox controllers nor on Xbox One controllers. As of writing +the Xbox One's rumble protocol has not been reverse-engineered but in +the future could be supported. + + +Notes +===== + +The number of buttons/axes reported varies based on 3 things: + +- if you are using a known controller +- if you are using a known dance pad +- if using an unknown device (one not listed below), what you set in the + module configuration for "Map D-PAD to buttons rather than axes for unknown + pads" (module option dpad_to_buttons) + +If you set dpad_to_buttons to N and you are using an unknown device +the driver will map the directional pad to axes (X/Y). +If you said Y it will map the d-pad to buttons, which is needed for dance +style games to function correctly. The default is Y. + +dpad_to_buttons has no effect for known pads. A erroneous commit message +claimed dpad_to_buttons could be used to force behavior on known devices. +This is not true. Both dpad_to_buttons and triggers_to_buttons only affect +unknown controllers. + + +Normal Controllers +------------------ + +With a normal controller, the directional pad is mapped to its own X/Y axes. +The jstest-program from joystick-1.2.15 (jstest-version 2.1.0) will report 8 +axes and 10 buttons. + +All 8 axes work, though they all have the same range (-32768..32767) +and the zero-setting is not correct for the triggers (I don't know if that +is some limitation of jstest, since the input device setup should be fine. I +didn't have a look at jstest itself yet). + +All of the 10 buttons work (in digital mode). The six buttons on the +right side (A, B, X, Y, black, white) are said to be "analog" and +report their values as 8 bit unsigned, not sure what this is good for. + +I tested the controller with quake3, and configuration and +in game functionality were OK. However, I find it rather difficult to +play first person shooters with a pad. Your mileage may vary. + + +Xbox Dance Pads +--------------- + +When using a known dance pad, jstest will report 6 axes and 14 buttons. + +For dance style pads (like the redoctane pad) several changes +have been made. The old driver would map the d-pad to axes, resulting +in the driver being unable to report when the user was pressing both +left+right or up+down, making DDR style games unplayable. + +Known dance pads automatically map the d-pad to buttons and will work +correctly out of the box. + +If your dance pad is recognized by the driver but is using axes instead +of buttons, see section 0.3 - Unknown Controllers + +I've tested this with Stepmania, and it works quite well. + + +Unknown Controllers +------------------- + +If you have an unknown Xbox controller, it should work just fine with +the default settings. + +HOWEVER if you have an unknown dance pad not listed below, it will not +work UNLESS you set "dpad_to_buttons" to 1 in the module configuration. + + +USB adapters +============ + +All generations of Xbox controllers speak USB over the wire. + +- Original Xbox controllers use a proprietary connector and require adapters. +- Wireless Xbox 360 controllers require a 'Xbox 360 Wireless Gaming Receiver + for Windows' +- Wired Xbox 360 controllers use standard USB connectors. +- Xbox One controllers can be wireless but speak Wi-Fi Direct and are not + yet supported. +- Xbox One controllers can be wired and use standard Micro-USB connectors. + + + +Original Xbox USB adapters +-------------------------- + +Using this driver with an Original Xbox controller requires an +adapter cable to break out the proprietary connector's pins to USB. +You can buy these online fairly cheap, or build your own. + +Such a cable is pretty easy to build. The Controller itself is a USB +compound device (a hub with three ports for two expansion slots and +the controller device) with the only difference in a nonstandard connector +(5 pins vs. 4 on standard USB 1.0 connectors). + +You just need to solder a USB connector onto the cable and keep the +yellow wire unconnected. The other pins have the same order on both +connectors so there is no magic to it. Detailed info on these matters +can be found on the net ([1]_, [2]_, [3]_). + +Thanks to the trip splitter found on the cable you don't even need to cut the +original one. You can buy an extension cable and cut that instead. That way, +you can still use the controller with your Xbox, if you have one ;) + + + +Driver Installation +=================== + +Once you have the adapter cable, if needed, and the controller connected +the xpad module should be auto loaded. To confirm you can cat +/sys/kernel/debug/usb/devices. There should be an entry like those: + +.. code-block:: none + :caption: dump from InterAct PowerPad Pro (Germany) + + T: Bus=01 Lev=03 Prnt=04 Port=00 Cnt=01 Dev#= 5 Spd=12 MxCh= 0 + D: Ver= 1.10 Cls=00(>ifc ) Sub=00 Prot=00 MxPS=32 #Cfgs= 1 + P: Vendor=05fd ProdID=107a Rev= 1.00 + C:* #Ifs= 1 Cfg#= 1 Atr=80 MxPwr=100mA + I: If#= 0 Alt= 0 #EPs= 2 Cls=58(unk. ) Sub=42 Prot=00 Driver=(none) + E: Ad=81(I) Atr=03(Int.) MxPS= 32 Ivl= 10ms + E: Ad=02(O) Atr=03(Int.) MxPS= 32 Ivl= 10ms + +.. code-block:: none + :caption: dump from Redoctane Xbox Dance Pad (US) + + T: Bus=01 Lev=02 Prnt=09 Port=00 Cnt=01 Dev#= 10 Spd=12 MxCh= 0 + D: Ver= 1.10 Cls=00(>ifc ) Sub=00 Prot=00 MxPS= 8 #Cfgs= 1 + P: Vendor=0c12 ProdID=8809 Rev= 0.01 + S: Product=XBOX DDR + C:* #Ifs= 1 Cfg#= 1 Atr=80 MxPwr=100mA + I: If#= 0 Alt= 0 #EPs= 2 Cls=58(unk. ) Sub=42 Prot=00 Driver=xpad + E: Ad=82(I) Atr=03(Int.) MxPS= 32 Ivl=4ms + E: Ad=02(O) Atr=03(Int.) MxPS= 32 Ivl=4ms + + +Supported Controllers +===================== + +For a full list of supported controllers and associated vendor and product +IDs see the xpad_device[] array\ [4]_. + +As of the historic version 0.0.6 (2006-10-10) the following devices +were supported:: + + original Microsoft XBOX controller (US), vendor=0x045e, product=0x0202 + smaller Microsoft XBOX controller (US), vendor=0x045e, product=0x0289 + original Microsoft XBOX controller (Japan), vendor=0x045e, product=0x0285 + InterAct PowerPad Pro (Germany), vendor=0x05fd, product=0x107a + RedOctane Xbox Dance Pad (US), vendor=0x0c12, product=0x8809 + +Unrecognized models of Xbox controllers should function as Generic +Xbox controllers. Unrecognized Dance Pad controllers require setting +the module option 'dpad_to_buttons'. + +If you have an unrecognized controller please see 0.3 - Unknown Controllers + + +Manual Testing +============== + +To test this driver's functionality you may use 'jstest'. + +For example:: + + > modprobe xpad + > modprobe joydev + > jstest /dev/js0 + +If you're using a normal controller, there should be a single line showing +18 inputs (8 axes, 10 buttons), and its values should change if you move +the sticks and push the buttons. If you're using a dance pad, it should +show 20 inputs (6 axes, 14 buttons). + +It works? Voila, you're done ;) + + + +Thanks +====== + +I have to thank ITO Takayuki for the detailed info on his site + http://euc.jp/periphs/xbox-controller.ja.html. + +His useful info and both the usb-skeleton as well as the iforce input driver +(Greg Kroah-Hartmann; Vojtech Pavlik) helped a lot in rapid prototyping +the basic functionality. + + + +References +========== + +.. [1] http://euc.jp/periphs/xbox-controller.ja.html (ITO Takayuki) +.. [2] http://xpad.xbox-scene.com/ +.. [3] http://www.markosweb.com/www/xboxhackz.com/ +.. [4] https://elixir.bootlin.com/linux/latest/ident/xpad_device + + +Historic Edits +============== + +2002-07-16 - Marko Friedemann <mfr@bmx-chemnitz.de> + - original doc + +2005-03-19 - Dominic Cerquetti <binary1230@yahoo.com> + - added stuff for dance pads, new d-pad->axes mappings + +Later changes may be viewed with +'git log --follow Documentation/input/devices/xpad.rst' |