Linux Joystick driver v1.2.15 (c) 1996-1999 Vojtech Pavlik Sponsored by SuSE ---------------------------------------------------------------------------- 0. Disclaimer ~~~~~~~~~~~~~ This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Should you need to contact me, the author, you can do so either by e-mail - mail your message to , or by paper mail: Vojtech Pavlik, Ucitelska 1576, Prague 8, 182 00 Czech Republic For your convenience, the GNU General Public License version 2 is included in the package: See the file COPYING. 1. Intro ~~~~~~~~ The joystick driver for Linux provides support for a variety of joysticks and similar devices. These currently include various analog joysticks and gamepads (both variable resistor based and microswitch+resistor based), following IBM PC joystick standard, with extensions like additional hats and buttons compatible with CH Flightstick Pro, ThrustMaster FCS or 6 and 8 button gamepads. In addition to these it also supports some of the new PC joysticks that use proprietary digital protocols to communicate over the gameport, currently by FPGaming, Gravis, Logitech, MadCatz, Microsoft, Creative and ThrustMaster. Saitek protocol support is still to be done. The driver also includes support for many gamepads and joysticks that were used by various non-PC computers and game consoles. These include Multi system joysticks (Atari, Amiga, Commodore, Amstrad), Sega gamepads (Master System, Genesis, Saturn), Nintendo gamepads (NES, SNES, N64), Sony gamepads (PSX). Support for Atari Jaguar, Atari 2600, NES FourScore, SNES MultiTap and others might be added later. Last, but not least there is also native Amiga joystick support for the Amiga Linux port. Should you encounter any problems while using the driver, or joysticks this driver can't make complete use of, I'm very interested in hearing about them. Bug reports and success stories are also welcome. The joystick package is available at the following FTP sites: ftp://ftp.suse.cz/pub/development/joystick/ ftp://atrey.karlin.mff.cuni.cz/pub/linux/joystick/ ftp://ftp.gts.cz/pub/linux/joystick/ And a homepage of the driver is at: http://www.suse.cz/development/joystick/ http://atrey.karlin.mff.cuni.cz/~vojtech/joystick/ http://www.trylinux.com/projects/joystick/ http://www.linuxgames.com/joystick/ There is also a mailing list for the driver at: listproc@atrey.karlin.mff.cuni.cz send "subscribe linux-joystick Your Name" to subscribe to it. 2. Usage ~~~~~~~~ You could have obtained this driver in two different ways - either in the joystick package or in the kernel. Because, for successful usage of the joysticks, the utilities in the package are useful, maybe necessary, and definitely recommended, I suggest you getting the package at some of the above mentioned locations. The rest of this file assumes you have it. 2.1 Compiling the driver package ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ To compile the utilities in the joystick package, and the driver itself, as a standalone module, you first unpack the package, and then edit the Makefile to meet your needs (namely whether are you using versioned modules). You will also need an unpacked and configured make config kernel in /usr/src/linux Furthermore, if you're using versioned modules, you'll also need make dep done on the kernel, to create some needed files. After that, you compile the joystick driver make And after that you install it make install In case you have not used the driver before, you'll need to create the joystick device files in /dev so that applications can use them: make devs For manual creation of the joystick devices, check the Documentation/devices.txt file in the Linux source tree. Should you not want to mess with the kernel, and just use the driver standalone, as modules, skip the next two sections, proceeding right to 2.4, because all you need is already done. 2.2 Patching the kernel ~~~~~~~~~~~~~~~~~~~~~~~ If you already have the most recent joystick driver in your kernel, skip this section. If not, you need to patch the kernel, so that it contains the current driver version. You do that with a command: patch -Esp1 < /usr/src/joystick-1.2.x/kernel-2.x.y.diff in /usr/src/linux 2.3 Compiling the kernel ~~~~~~~~~~~~~~~~~~~~~~~~ To compile joystick support into the kernel, use the kernel configuration scripts, and answer 'Y' to Joystick support and also to at least one of the hardware specific options. After doing something like make bzlilo you are done with the driver installation. Just reboot and the driver should find all the connected joysticks. Read the notes about the hardware specific drivers later in this file, though. You can also compile the driver as modules, answering 'M' to all joystick support you want to have modules for. It is possible to have the main joystick driver compiled into the kernel and the hardware dependent drivers as modules. After you compile the modules make modules And install them make modules_install you're set, and can proceed to the next step. 2.4 Inserting the modules into the kernel ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ After installing the modules you'll first need to insert the generic joystick driver module into the kernel insmod joystick and then one or more of the hardware specific modules insmod joy-something where 'something' is the type of your joystick. See below for more precise explanation. Alternately you can add the lines alias char-major-15 joy-something options joy-something js_xx=x,x,x,x,... to the /etc/conf.modules file, so that the joystick module will be loaded automatically when the /dev/js devices are accessed. 2.5 Verifying that it works ~~~~~~~~~~~~~~~~~~~~~~~~~~~ For testing the joystick driver functionality, there is the jstest program. You run it by typing: jstest /dev/js0 And it should show a line with the joystick values, which update as you move the stick, and press its buttons. The axes should all be zero when the joystick is in the center position. They should not jitter by themselves to other close values, and they also should be steady in any other position of the stick. They should have the full range from -32767 to 32767. If all this is met, then it's all fine, and you can play the games. :) If it's not, then there might be a problem. Try to calibrate the joystick, and if it still doesn't work, read the drivers section of this file, the troubleshooting section, and the FAQ. 2.6. Calibration ~~~~~~~~~~~~~~~~ For most joysticks you won't need any manual calibration, since the joystick should be autocalibrated by the driver automagically. However, with some analog joysticks, that either do not use linear resistors, or if you want better precision, you can use the jscal program jscal -c /dev/js0 included in the joystick package to set better correction coefficients than what the driver would choose itself. After calibrating the joystick you can verify if you like the new calibration using the jstest command, and if you do, you then can save the correction coefficients into a file jscal -p /dev/js0 > /etc/joystick.cal And add a line to your rc script executing that file source /etc/joystick.cal This way, after the next reboot your joystick will remain calibrated. You can also add the jscal -p line to your shutdown script. 3. HW specific driver information ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In this section each of the separate hardware specific drivers is described. 3.1 Analog joysticks ~~~~~~~~~~~~~~~~~~~~ The joy-analog.c uses the standard analog inputs of the gameport, and thus supports all standard joysticks and gamepads. It also supports extensions like additional hats and buttons compatible with CH Flightstick Pro, ThrustMaster FCS or 6 and 8 button gamepads. However the only types that can be autodetected are: * 2-axis, 4-button joystick * 3-axis, 4-button joystick * 4-axis, 4-button joystick For other joystick types (more/less axes, hats, and buttons) support you'll need to specify the types either on the kernel command line or on the module command line, when inserting joy-analog.o into the kernel. The parameters are: js_an=p0,m0,n0,p1,m1,n1 ... Where 'p' is the port number, eg. 0x201, which is the standard address. 'm' and 'n' are joystick 0 and joystick 1 bitmasks for the specified joystick port. The bits in the bitmasks mean: Bit | 2^n | Meaning ---------------------------------- 0 | 1 | Axis X1 1 | 2 | Axis Y1 2 | 4 | Axis X2 3 | 8 | Axis Y2 4 | 16 | Button A 5 | 32 | Button B 6 | 64 | Button C 7 | 128 | Button D 8 | 256 | CHF Buttons X and Y 9 | 512 | CHF Hat 1 10 | 1024 | CHF Hat 2 11 | 2048 | FCS Hat 12 | 4096 | Pad Button X 13 | 8192 | Pad Button Y 14 | 16384 | Pad Button U 15 | 32768 | Pad Button V (CHF = CH Flightstick Pro, FCS = ThrustMaster FCS) Following is a table of joysticks for which the 'm' values are known. If you have any additions/corrections to it, e-mail me. Joystick | 'm' value ---------------------------------------------------- Simple 2-button 2-axis joystick | 0x0033 Second simple joystick on Y-cable | 0x00cc Genius Flight2000 F-12 | 0x00f3 Genius Flight2000 F-21 | 0x08f7 Genius Flight2000 F-22 | 0x02ff Genius GameHunter G-06 | 0xf0f3 Genius MaxFire G-07 | 0xf0f3 Genius PowerStation | 0xf0f3 Laing #1 PC SuperPad | 0xf0f3 Logitech Wingman | 0x003b Microsoft SideWinder Standard | 0x003b QuickShot QS-201 SuperWarrior | 0x00fb Saitek Megapad XII | 0x30f3 PC Powerpad Pro | 0x30f3 In case you have one of the joystick in the table below, and it doesn't work with a specific driver in digital mode for some reason, you can use them in analog mode with the joy-analog driver as well. However, digital operation is always better. Joystick | 'm' value ---------------------------------------------------- Gravis GamePad Pro - analog mode | 0x00f3 Genius Flight2000 F-23 | 0x02ff Microsoft SideWinder 3D Pro - CHF mode | 0x02ff Microsoft SideWinder 3D Pro - FCS mode | 0x08f7 An example that would configure the driver to use two two axis, two button joysticks connected to port 0x201, a single four button four axis joystick connected to port 0x202, a four axis, six button and two hat CHF compatible joystick on 0x203, and a two axis four button FCS compatible joystick with a single hat on 0x207: js_an=0x201,0x33,0xcc,0x202,0xff,0,0x203,0x7ff,0,0x207,0x8f3,0 If you can't sum bits into hex numbers in your head easily, you can simply sum the values in the 2^n column decimally and use that number instead. Using this method you'd get a command line: js_an=0x201,51,204,0x202,255,0,0x203,2047,0,0x207,2291,0 And it would do the same as the above explained command line. Use whichever way you like best. 3.2 Microsoft SideWinder joysticks ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Microsoft 'Digital Overdrive' protocol is supported by the joy-sidewinder.c module. All currently supported joysticks: * SideWinder 3D Pro * SideWinder Force Feedback Pro * SideWinder Force Feedback Wheel * SideWinder FreeStyle Pro * SideWinder GamePad (up to four, chained together) * SideWinder Precision Pro are autodetected, and thus no module parameters are needed. There is one caveat with the 3D Pro. There are 9 buttons reported, although the joystick has only 8. The 9th button is the mode switch on the rear side of the joystick. However, moving it, you'll reset the joystick, and make it unresponsive for about a one third of a second. Furthermore, the joystick will also re-center itself, taking the position it was in during this time as a new center position. Use it if you want, but think first. The SideWinder Standard is not a digital joystick, and thus is supported by the analog driver described above. 3.3 Logitech ADI devices ~~~~~~~~~~~~~~~~~~~~~~~~ Logitech ADI protocol is supported by the joy-logitech.c module. It should support any Logitech device using this protocol. This includes, but is not limited to: * Logitech CyberMan 2 * Logitech ThunderPad Digital * Logitech WingMan Extreme Digital * Logitech WingMan Formula * Logitech WingMan Interceptor * Logitech WingMan GamePad * Logitech WingMan GamePad USB * Logitech WingMan GamePad Extreme * Logitech WingMan Extreme Digital 3D ADI devices are autodetected, and the driver supports up to two (any combination of) devices on a single gameport, using an Y-cable or chained together. Logitech WingMan Joystick, Logitech WingMan Attack, Logitech WingMan Extreme and Logitech WingMan ThunderPad are not digital joysticks and are handled by the analog driver described above. Logitech WingMan Warrior and Logitech Magellan are supported by serial drivers described below. Logitech CyberMan, Logitech WingMan Force and Logitech WingMan Formula Force are not supported yet. 3.4 Gravis GrIP ~~~~~~~~~~~~~~~ Gravis GrIP protocol is supported by the joy-gravis.c module. It currently supports: * Gravis GamePad Pro * Gravis Xterminator * Gravis BlackHawk Digital All these devices are autodetected, and you can even use any combination of up to two of these pads either chained together or using an Y-cable on a single gameport. GrIP MultiPort and Gravis Xterminator DualControl aren't supported yet. Gravis Stinger is a serial device and hopefully will be supported in the future. Other Gravis joysticks are supported by the joy-analog driver. 3.5 FPGaming A3D and MadCatz A3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Assassin 3D protocol created by FPGaming, is used both by FPGaming themselves and is licensed to MadCatz. A3D devices are supported by the joy-assassin.c module. It currently supports: * FPGaming Assassin 3D * MadCatz Panther * MadCatz Panther XL All these devices are autodetected. Because the Assassin 3D and the Panther allow connecting analog joysticks to them, these are supported in this driver, too. The driver uses the js_as parameter for the analog joysticks, which has the same syntax as js_an for the analog driver. The trackball support is far from perfect at this stage of development, but should be well usable. 3.6 ThrustMaster DirectConnect (BSP) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The TM DirectConnect (BSP) protocol is supported by the joy-thrustmaster.c module. This includes, but is not limited to: * ThrustMaster Millenium 3D Inceptor * ThrustMaster 3D Rage Pad * ThrustMaster Fusion Digital Game Pad Devices not directly supported, but hopefully working are: * ThrustMaster FragMaster * ThrustMaster Attack Throttle If you have one of these, contact me. BSP devices are autodetected, and thus no parameters to the module are needed. 3.7 Creative Labs Blaster ~~~~~~~~~~~~~~~~~~~~~~~~~ The Blaster protocol is supported by the joy-creative.c module. It currently supports only the: * Creative Blaster GamePad Cobra Up to two of these can be used on a single gameport, using an Y-cable. 3.8 PDPI Lightning 4 gamecards ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PDPI Lightning 4 gamecards are supported by the joy-lightning.c module. This driver is only for analog joysticks connected to the card - if you want to use some of the digital devices, you need to use its specific driver. The card will work in legacy mode with them, though. Since all features of analog joysticks can't be detected, this driver needs a command line: js_l4=p0,m0,n0,p1,m1,n1,.... As you can see, it's very similar to the analog drivers command line. Actually it is the same except for the meaning of p0. p0 in this case is the port the joystick is attached to: p | Port ---------------------------- 0 | Primary card, port 1 1 | Primary card, port 2 2 | Primary card, port 3 3 | Primary card, port 4 4 | Secondary card, port 1 5 | Secondary card, port 2 6 | Secondary card, port 3 7 | Secondary card, port 4 Two cards maximum are allowed in one system, because of the card's design. See the description of analog joystick driver for explanations of m0 and n0 values. 3.9 Trident 4DWave / Aureal Vortex ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Soundcards with a Trident 4DWave DX/NX or Aureal Vortex chipset provide an "Enhanced Game Port" mode where the soundcard handles polling the joystick. This mode is supported by the joy-pci module. If no module parameters are given, the joy-pci module will set all the soundcards it finds to "enhanced" mode, and will try to autodetect the type of attached joystick. It can only detect the same types of joysticks that the joy-analog module can. This module accepts parameters in the form: js_pci=t0,i0,m0,n0,t1,i1,m1,n1,.... The "t" value specifies the type of card, as follows: t | Card Type ---------------------------- 0 | Trident 4DWave DX 1 | Trident 4DWave NX 2 | Aureal Vortex1 (Au8820 chipset) 3 | Aureal Vortex2 (Au8830 chipset) If you have more than one card of the same type, the "i" parameter lets you choose which card to apply the "m" and "n" values to. It counts from "0". (The driver detects cards in the order listed in the above table.) The "m" and "n" values have the same meaning as for the analog module, with the exception that the value m=0, n=0 indicates that joy-pci should completely ignore that port. This can be useful to reserve a certain port for purely MIDI operation. For example, let's say you have 3 sound cards - a 4Dwave DX, a 4DWave NX, and a Vortex 2. You have a three-axis, four-button, one-hat CHF- compatible joystick on the DX. You use the NX to interface to an external MIDI device. Finally, you have two two-axis, two-button joysticks on the Vortex. Your command line might look like: js_pci=0,0,0x207,0,1,1,0,0,3,0,0x33,0xcc 3.10 Amiga ~~~~~~~~~~ Amiga joysticks, connected to an Amiga, are supported by the joy-amiga.c driver. Since they can't be autodetected, the driver has a command line. js_am=a,b a and b define the joysticks connected to the JOY0DAT and JOY1DAT ports of the Amiga. Value | Joystick type --------------------- 0 | None 1 | 1-button digital joystick No more joystick types are supported now, but that should change in the future if I get an Amiga in the reach of my fingers. 3.11 Game console and 8-bit pads and joysticks ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ See joystick-parport.txt for more info. 3.12 SpaceTec/LabTec devices ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SpaceTec serial devices communicate using the SpaceWare protocol. It is supported by the joy-spaceorb and joy-spaceball drivers. The devices currently supported by joy-spaceorb are: * SpaceTec SpaceBall Avenger * SpaceTec SpaceOrb 360 Devices currently supported by joy-spaceball are: * SpaceTec SpaceBall 4000 FLX In addition to having the joy-spaceorb/spaceball module in the kernel, you also need to attach a serial port to it. to do that, run the jsattach program: jsattach --spaceorb /dev/ttySx & or jsattach --sball4 /dev/ttySx & where /dev/ttySx is the serial port which the device is connected to. After doing this, the device will be reported and will start working. There is one caveat with the SpaceOrb. The button #6, the on the bottom side of the orb, although reported as an ordinary button, causes internal recentering of the spaceorb, moving the zero point to the position in which the ball is at the moment of pressing the button. So, think first before you bind it to some other function. SpaceTec SpaceBall 2003 FLX and 3003 FLX are not supported yet. 3.13 Logitech SWIFT devices ~~~~~~~~~~~~~~~~~~~~~~~~~~~ The SWIFT serial protocol is supported by the joy-warrior module. It currently supports only the: * Logitech WingMan Warrior but in the future, Logitech CyberMan (the original one, not CM2) could be supported as well. To use the module, you need to run jsattach after you insert/compile the module into your kernel: jsattach --warrior /dev/ttySx & ttySx is the serial port your Warrior is attached to. 3.14 Magellan / Space Mouse ~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Magellan (or Space Mouse), manufactured by LogiCad3d (formerly Space Systems), for many other companies (Logitech, HP, ...) is supported by the joy-magellan module. It currently supports only the: * Magellan 3D * Space Mouse models, the additional buttons on the 'Plus' versions are not supported yet. To use it, you need to attach the serial port to the driver using the jsattach --magellan /dev/ttySx & command. After that the Magellan will be detected, initialized, will beep, and the /dev/jsX device should become useable. 4. Troubleshooting ~~~~~~~~~~~~~~~~~~ There is quite a high probability that you run into some problems. For testing whether the driver works, if in doubt, use the jstest utility in some of its modes. The most useful modes are "normal" - for the 1.x interface, and "old" for the "0.x" interface. You run it by typing: jstest --normal /dev/js0 jstest --old /dev/js0 If your trouble stems from the fact the drivers can't detect the joystick attached to your gameport, and you decide you need my help (which I will gladly provide), please use the joydump utility first. It's created just by typing make joydump.o in the directory where you unpacked the joystick package. It is run then by typing insmod joydump.o in the same directory. It will return a 'device busy' or 'initialization failed' error. This is perfectly okay. It has already done it's job. The results can be found in the system log or in the output of the dmesg command. Please send me the results along with your problem report. Oh, and read the FAQ! :) 5. FAQ ~~~~~~ Q: The driver doesn't find any joysticks connected to my soundcard with the message "joy-something: no joysticks found" and "joy-something.o: init_module: Device or resource busy." or "Initialization of joy-something failed" What could be the cause? A: The most common cause is that the joystick port on your soundcard is not enabled. If it is an ISA PnP card, you'll need isapnptools to configure the gameport. Non-PnP cards usually use some option to the sound driver - see the sound driver docs and source and enable the port. Note that in case of a PnP card you have to load the joystick driver as a module after running the isapnp command, it will not work in the opposite order. Q: Any access to the joystick devices gives me "Operation not supported by device". What am I doing wrong? A: You're running a 2.0 kernel and you forgot to insmod the hardware specific module. You not only need the joystick.o, but also one of the other joy-*.o files (most usually joy-analog.o), as described in this document, section 2. If you are not using modules, then you didn't say 'Y' to any of the hardware-specific questions. Again, see section 2. If you did select the specific support, and you still get this message, check that you selected the right one, and if it still doesn't work, go to the previous FAQ. Q: Everything is fine, except I get "No such device" error when I try to do anything with /dev/js0. What's the cause? A: You're running a 2.1 or 2.2. kernel and you want to read the previous FAQ. Q: Upon 'insmod joystick.o' I get a LOT of unresolved symbols, including 'printk' and others. Why? A: You either don't have your kernel compiled with module support. If that's the cause, re-compile your kernel with module support switched on. Or, you use versioned symbols, and don't have -DMODVERSIONS in the joystick driver Makefile, or vice versa. Correct the situation by either removing or adding -DMODVERSIONS to the Makefile. Q: Upon 'insmod joy-something' I get a bunch of unresolved symbols, like 'js_register_port, js_unregister device' and others. What's wrong? A: You need to 'insmod joystick.o' first. Q: Running 'jstest 1' or 'jscal 1' doesn't work, and returns with "File not found" error. What is the problem? A: The command line interface for these tools is different from what version 0.8.0 used. You have to specify the whole device name, eg. 'jstest /dev/js0'. Q: Running 'jstest /dev/js0' results in "File not found" error. What's the cause? A: The device files don't exist. Run 'make devs'. Q: Is it possible to connect my old Atari/Commodore/Amiga/console joystick or pad that uses a 9-pin D-type cannon connector to the serial port of my PC? A: Yes, it is possible, but it'll burn your serial port or the pad. It won't work, of course. Q: My joystick doesn't work with Quake / Quake 2. What's the cause? A: Quake / Quake 2 don't support joystick. Use joy2key to simulate keypresses for them. 6. Programming Interface ~~~~~~~~~~~~~~~~~~~~~~~~ The 1.0 driver uses a new, event based approach to the joystick driver. Instead of the user program polling for the joystick values, the joystick driver now reports only any changes of its state. See joystick-api.txt, joystick.h and jstest.c included in the joystick package for more information. The joystick device can be used in either blocking or nonblocking mode and supports select() calls. For backward compatibility the old (v0.x) interface is still included. Any call to the joystick driver using the old interface will return values that are compatible to the old interface. This interface is still limited to 2 axes, and applications using it usually decode only 2 buttons, although the driver provides up to 32. 7. Credits ~~~~~~~~~~ Thanks to the following people who contributed code, ideas or specifications to the joystick driver development: Arthur C. Smith Eyal Lebedinsky Jeff Tranter Carlos Puchol Matt Rhoten Dan Fandrich Sverker Wilberg Hal Maney Bernd Schmidt Alan Cox John Markus Bjorndalen Boris Muehmer Robert W. Grubbs Pete Chown Benji York Leslie F. Donaldson Eng-Jon Ong Ragnar Hojland Espinosa Brian Gerst Andree Borrmann Martin Giguere David Thompson Justin Wake Benoit Triquet John Dahlstrom Dan Gohman Joe Krahn David Kuder Raymond Ingles If you think you should be in this list and are not, it's possible that I forgot to include you - contact me and I'll correct the error. :) Thanks to KYE Systems Europe, who provided me with driver sources for the Genius Flight2000 Digital F-23, which happens to be identical (in software) to Microsoft SideWinder 3D Pro. Thanks to ThrustMaster Inc. who provided me with docs for their digital protocol specifications, and to Trystan A Larey-Williams , who wrote an attempt of a driver for them. Thanks to Creative Labs Europe, and Ifor Powell , who provided me with docs for their first generation Blaster GamePad. Special thanks go to FP-Gaming, Inc. and James C Barnes , who provided me with help and detailed information about the Assassin 3D protocol and devices, and even sent me a Panther and Panther XL for testing, along with cool T-shirts. Special thanks to PDPI, Mike Pelkey and Brand Kvavle , for providing me with documentation and example code for their L4 gamecard, and sending me the card to test my driver with it. Thanks to LogiCad3D for their support, for having the specifications online and for the nice music on their telephone. Special thanks to Logitech, Jerry de Raad , Thomas Burgel , Avinash Shinde for providing me with a lot of documentation for their devices, and also for a big box, containing a CyberMan2, Wingman Extreme, Magellan, Wingman Warrior, two MouseMan mice, and a NewTouch keyboard. Thanks to everyone else who helped me develop this package of drivers! No thanks to Microsoft and Gravis, who don't release a word about their hardware .... :( 8. ChangeLog ~~~~~~~~~~~~ See the ChangeLog file for the log of changes. 9. To do ~~~~~~~~ See the TODO file for the list of things planned.