요약·해설과 원문, 전문 번역을 서로 분리했습니다. API 이름, symbol, source path는 원문 표기를 사용합니다.
1. 요약·해설
원문의 핵심 논리와 kernel programming 관점의 보충 설명입니다. 아래의 전문 번역과는 별도로 작성했습니다.
2. 영어 원문 전체
번역 기준이 된 Linux v6.18.37 원문입니다. 줄 번호는 이 버전의 파일 좌표입니다.
원문 전체 펼치기
.. include:: <isonum.txt>
.. _joystick-parport:
==============================
Parallel Port Joystick Drivers
==============================
:Copyright: |copy| 1998-2000 Vojtech Pavlik <vojtech@ucw.cz>
:Copyright: |copy| 1998 Andree Borrmann <a.borrmann@tu-bs.de>
Sponsored by SuSE
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.
Introduction
============
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.
Devices supported
=================
Many console and 8-bit computer gamepads and joysticks are supported. The
following subsections discuss usage of each.
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
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.
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)
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!
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
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
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.
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
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
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
Amiga CD32
----------
Amiga CD32 joypad uses the following pinout::
+-----------> Button 3
| +---------> Right
| | +-------> Left
| | | +-----> Down
| | | | +---> Up
| | | | |
_____________
5 \ o o o o o / 1
\ o o o o /
9 `~~~~~~~' 6
| | | |
| | | +----> Button 1
| | +------> Power
| +--------> Ground
+----------> Button 2
It can be connected to the parallel port and driven by db9.c driver. It needs the following wiring:
============ =============
CD32 pad Parallel port
============ =============
1 (Up) 2 (D0)
2 (Down) 3 (D1)
3 (Left) 4 (D2)
4 (Right) 5 (D3)
5 (Button 3) 14 (AUTOFD)
6 (Button 1) 17 (SELIN)
7 (+5V) 1 (STROBE)
8 (Gnd) 18 (Gnd)
9 (Button 2) 7 (D5)
============ =============
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:
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.
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.
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.
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
====== ======= =============
That's all, folks! Have fun!
3. 한국어 전문 번역
영어 원문의 문단 순서와 의미를 유지한 전체 번역입니다. 코드, 함수명, symbol과 URL은 원문 표기를 유지합니다.
병렬 포트 조이스틱 드라이버의 목적과 위험
1-38이 문서는 Vojtech Pavlik와 Andree Borrmann이 작성했고 SuSE가 후원한 병렬 포트 조이스틱 드라이버 안내서입니다. PC용으로 설계되지 않은 콘솔 및 8비트 컴퓨터의 조이스틱·게임패드를 Linux PC에 연결하는 방법을 다룹니다.
문서의 모든 정보는 보증 없이 제공됩니다. 잘못된 배선이나 전원 공급은 PC 병렬 포트와 조이스틱을 태우거나 더 큰 피해를 낼 수 있으므로 사용자가 위험을 부담해야 합니다. 실제 제작 전에는 장치 전압, 포트 방향, 전류 한계를 별도로 확인해야 합니다.
병렬 포트는 개별 비트를 자유롭게 바꿀 수 있고 출력 비트와 입력 비트를 함께 제공하므로, 전용 단자가 없는 PC에서 이런 장치를 연결하기에 적합합니다. 뒤 절은 지원 장치별 배선과 해당 커널 드라이버를 설명합니다.
이 안내서가 다루는 대상, 장점, 가장 중요한 주의점을 정리합니다.
장치와 병렬 포트 조합을 선택할 때 먼저 확인할 순서입니다.
.. include:: <isonum.txt>
.. _joystick-parport:
==============================
Parallel Port Joystick Drivers
==============================
:Copyright: |copy| 1998-2000 Vojtech Pavlik <vojtech@ucw.cz>
:Copyright: |copy| 1998 Andree Borrmann <a.borrmann@tu-bs.de>
Sponsored by SuSE
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.
Introduction
============
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.
Devices supported
=================
Many console and 8-bit computer gamepads and joysticks are supported. The
following subsections discuss usage of each.
NES·SNES 직렬 프로토콜과 다섯 장치 배선
39-147NES와 SNES 게임패드는 구하기 쉽고 PC 패드보다 통신 처리 시간이 짧습니다. 문서의 측정값은 NES 약 108 us, SNES 약 165 us이며 PC 게임패드의 약 1000 us와 비교됩니다. 두 제품군은 호스트가 Clock을 제공하는 같은 동기식 직렬 프로토콜을 사용하므로 장치 자체 타이밍에 민감하지 않습니다.
병렬 포트의 출력선 Clock·Latch는 모든 패드가 공유하고, 다섯 입력선 중 하나를 각 패드의 Data에 배정합니다. 이 방식으로 NES/SNES 패드 또는 SNES 마우스를 최대 다섯 대까지 혼합할 수 있으며 커널에서는 `gamecon.c`가 처리합니다.
공유 신호와 장치별 Data 입력을 핀 번호로 다시 그린 연결표입니다.
PC 병렬 포트에는 전용 +5V 핀이 없습니다. 가장 신뢰할 수 있는 방법은 키보드나 조이스틱 포트의 +5V를 통과 케이블로 가져오거나 전원 공급 장치의 빨간 +5V 선을 쓰는 것입니다. 병렬 포트만 쓸 때는 보통 데이터 핀 9 하나로 충분하며, 포트를 NES/SNES 전용으로 사용한다면 4~9 중 하나를 선택할 수 있습니다.
원문의 단일 핀과 다중 핀 전류 결합 그림을 구조화했습니다.
네 ASCII 커넥터 그림의 신호 대응을 장치별 표로 옮겼습니다.
Nintendo 전용 커넥터를 복제 업체가 쓸 수 없어 NES 호환 제품에는 DB9 또는 DB15가 흔합니다. A, B, Turbo A, Turbo B, Select, Start 버튼과 5개 선을 가진 패드는 NES 또는 호환 패드일 가능성이 높고, 버튼 수가 더 많은 5선 SNES 패드도 같은 신호 체계로 동작합니다.
공유 출력과 전용 입력을 배치하는 전체 흐름입니다.
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
Multisystem DB9 표준과 서로 다른 확장 핀
148-2328비트 컴퓨터 시대의 디지털 조이스틱은 DB9 커넥터를 공통으로 사용했습니다. Atari 130·800XE·800XL·2600·7200, Amiga, Commodore C64, Amstrad CPC, Sinclair ZX Spectrum 등에서 한 조이스틱을 바꿔 쓸 수 있어 문서는 이를 Multisystem 조이스틱이라 부릅니다.
가장 널리 호환되는 한 버튼 디지털 조이스틱의 핀 배열입니다.
시간이 지나면서 같은 DB9 외형에 기종별 확장 신호가 추가됐고 이 확장들은 서로 호환되지 않습니다. 따라서 커넥터 모양만으로 전원과 추가 버튼을 판단해서는 안 됩니다.
원문의 여섯 ASCII 핀 그림을 기종별 신호표로 다시 그렸습니다.
기본 방향과 첫 버튼은 여러 기종에서 비슷하지만 핀 5·7·9의 Power, Ground, 추가 버튼, 아날로그 신호 배치가 크게 다릅니다. 특히 전원으로 쓰이는 핀이 기종마다 달라 잘못 연결하면 손상 위험이 있습니다.
외형이 같은 DB9 확장 장치를 안전하게 구분하는 순서입니다.
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.
db9·gamecon·TurboGraFX 어댑터
233-328`db9.c`용 기본 어댑터는 병렬 포트 하나에 Multisystem 조이스틱 또는 파생 장치 하나만 연결하지만 만들기 쉽고 거의 모든 유형에 쓸 수 있습니다. 병렬 핀 1은 Power, 18은 Ground, 2~6은 Up·Down·Left·Right·Button 1에 순서대로 연결합니다. 두 번째 버튼은 핀 7입니다.
한 장치용 Multisystem 어댑터의 병렬 포트 배선입니다.
움직일 때 스위치가 딸깍거리는 순수 스위치형 조이스틱은 병렬 포트 특성에 따라 각 방향과 버튼 신호에 10 kOhm pull-up 저항이 필요할 수 있습니다. 먼저 저항 없이 시험하고 동작하지 않으면 각 입력과 핀 1 Power 사이에 10 kOhm을 추가합니다. TTL 기반 장치에는 pull-up이 필요하지 않습니다. 디지털 조이스틱 드라이버 0.8.0.2용 구형 어댑터는 `db9.c` type 8로도 지원합니다.
`gamecon.c`는 같은 포트에서 NES/SNES/PSX 패드와 함께 한 버튼 또는 두 버튼 Multisystem 조이스틱을 최대 다섯 대까지 연결합니다. 단, 조이스틱은 전원이 필요 없는 순수 스위치형이어야 하고 turbofire 같은 전자 기능을 완전히 꺼야 합니다.
각 신호의 직렬 다이오드와 장치별 Ground 선택 회로입니다.
마지막 Ground 배선은 NES/SNES 절의 장치별 Data 선택을 재사용합니다. 조이스틱마다 입력 핀 하나를 Ground 선에 연결하고 그 노드를 공유 Power에 10 kOhm으로 pull-up합니다. 다이오드가 방향·버튼 스위치를 격리하므로 여러 장치를 읽을 수 있습니다.
Steffen Schwenke의 TurboGraFX 인터페이스는 최대 일곱 Multisystem 조이스틱을 연결합니다. 원 설계는 장치당 최대 다섯 버튼을 지원하지만 모든 병렬 포트에서 신뢰할 수 없으므로 Linux `turbografx.c` 드라이버는 조이스틱당 버튼 하나만 지원합니다. 제작 정보의 원문 URL도 그대로 보존합니다.
포트당 장치 수와 하드웨어 조건을 비교합니다.
필요한 장치 수와 전기적 유형에 맞춰 드라이버를 고릅니다.
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)
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!
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
PlayStation·Sega·Amiga CD32 연결
329-482Sony PlayStation 컨트롤러는 `gamecon.c`가 지원하며 DirectPadPro 호환 배선을 사용합니다. 컨트롤러의 Clock, Select, Power, Ground, Command는 병렬 핀 4, 3, 5~9, 18~25, 2에 연결하고 Data는 장치별 입력 10·11·12·13·15 중 하나에 연결합니다.
PSX 9핀 그림의 신호와 병렬 포트 핀 대응입니다.
원문에 열거된 컨트롤러 변형입니다.
Sega 컨트롤러는 기본 두 버튼 Multisystem 구조를 확장했지만 스위치 대신 TTL 논리를 사용하므로 `gamecon.c`가 아니라 `db9.c`만 사용할 수 있습니다. Master System 패드는 `Multi2` 모드로 선택하고 기본 방향·두 버튼 배선을 사용합니다.
SMS 패드 그림을 핀별 신호로 옮겼습니다.
Genesis 또는 유럽명 MegaDrive 패드는 SMS 구조에 3+1, 5+1, 6+1 버튼을 확장합니다. DB9 핀 7의 Select를 병렬 핀 14에 추가하고 나머지는 `db9.c`의 Multi2 배선을 따릅니다.
Select를 포함한 Genesis 계열 신호 배치입니다.
Saturn 패드는 여덟 버튼을 전달하려고 선택선 두 개를 사용하며 역시 `db9.c`가 처리합니다. Select 1은 병렬 핀 14, Select 2는 핀 16이고 Up·Down·Right·Left·Power·Ground는 `db9.c` Multisystem 대응을 사용합니다.
서로 다른 Saturn 핀 배열과 두 선택선을 구조화했습니다.
Amiga CD32 패드는 세 버튼과 직렬 확장 기능을 사용하며 `db9.c` type 10으로 연결합니다. 원문 표에서는 CD32 핀 1~9를 병렬 포트의 D0, D1, D2, D3, AUTOFD, SELIN, STROBE, Ground, D5에 각각 대응시킵니다.
원문의 배선표를 신호 이름과 함께 보존했습니다.
전기적 프로토콜에 따라 연결과 드라이버가 갈립니다.
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
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.
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
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
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
Amiga CD32
----------
Amiga CD32 joypad uses the following pinout::
+-----------> Button 3
| +---------> Right
| | +-------> Left
| | | +-----> Down
| | | | +---> Up
| | | | |
_____________
5 \ o o o o o / 1
\ o o o o /
9 `~~~~~~~' 6
| | | |
| | | +----> Button 1
| | +------> Power
| +--------> Ground
+----------> Button 2
It can be connected to the parallel port and driven by db9.c driver. It needs the following wiring:
============ =============
CD32 pad Parallel port
============ =============
1 (Up) 2 (D0)
2 (Down) 3 (D1)
3 (Left) 4 (D2)
4 (Right) 5 (D3)
5 (Button 3) 14 (AUTOFD)
6 (Button 1) 17 (SELIN)
7 (+5V) 1 (STROBE)
8 (Gnd) 18 (Gnd)
9 (Button 2) 7 (D5)
============ =============
gamecon·db9·turbografx 모듈 매개변수
483-583병렬 포트 인터페이스에는 `gamecon.c`, `db9.c`, `turbografx.c` 세 드라이버가 있습니다. 각 드라이버는 포트 번호와 연결된 장치 종류를 커널 또는 모듈 명령줄의 숫자 목록으로 받습니다.
한 병렬 포트의 다섯 입력 핀에 장치 type을 배정합니다.
각 입력 위치에 넣는 장치 코드입니다.
PSX 세부 형식은 자동 탐지되므로 hot swapping이 동작할 수 있지만 권장되지는 않습니다. `gamecon.psx_delay`는 컨트롤러 명령 지연이며 기본값 25입니다. 성능을 위해 낮출 수 있고 패드가 응답하지 않으면 동작할 때까지 높입니다. type 8 DDR 모드에서는 화살표를 X/Y 축이 아니라 키 누름으로 등록합니다.
한 포트의 한 DB9 계열 장치를 선택합니다.
`db9.c`는 양방향 병렬 포트에서만 동작합니다. 최근 포트는 대개 지원하지만 오래된 포트에는 이 기능이 없을 수 있으므로 배선보다 먼저 포트 모드를 확인해야 합니다.
Multisystem, Genesis, Saturn, CD32와 구형 배선을 선택하는 코드입니다.
TurboGraFX 인터페이스의 일곱 포트와 버튼 수를 설정합니다.
배선 순서를 드라이버 명령으로 옮기는 절차입니다.
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:
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.
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.
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.
PC DB25 병렬 포트 핀 배열
584-611마지막 절은 PC 쪽 DB25 병렬 포트를 마주 보았을 때 위쪽 13~1, 아래쪽 25~14로 배열되는 커넥터와 신호 이름을 정리합니다. 실제 커넥터의 방향을 뒤집어 보면 좌우가 바뀌므로 번호 표기를 기준으로 배선해야 합니다.
원문의 DB25 ASCII 그림과 신호표를 하나의 구조화된 핀 목록으로 다시 그렸습니다.
커넥터 방향 오류를 줄이기 위한 확인 순서입니다.
이 핀 배열은 앞 절의 모든 어댑터 표에서 공통 기준입니다. 특히 `/AUTOFD`, `/INIT`, `/SEL` 같은 제어 신호와 `SELIN` 입력의 이름이 비슷하므로 핀 번호를 함께 확인해야 합니다.
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
====== ======= =============
That's all, folks! Have fun!
요약·해설
joystick-parport.rst:1-611PC용이 아닌 게임패드를 병렬 포트의 개별 출력·입력 비트에 연결하는 하드웨어 안내서입니다. 장치마다 전원, TTL·스위치 방식, 선택선과 Data 입력이 다르므로 핀 번호와 드라이버 type을 한 쌍으로 검증해야 합니다.
지원 장치군, 드라이버와 핵심 제약을 요약합니다.
장치 식별부터 커널 설정까지의 공통 작업입니다.