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A d v a n c e d
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Advanced Gravis Computer Technology Ltd.
Fax (604) 435-9358 BBS (604) 431-5927 V32bis
Compuserve: GO PCVENB (71333,350) InterNET EMail: tech@gravis.com
FidoNET: 1:153/978 or 1:153/878 SBCNET: 13:900/3
AOL: Adv Gravis Genie: Page M805 Topic 6
PC GamePad and Analog Pro SDK V1.1 (JOYSDK11.ZIP)
Copyright (C) 1993 by Advanced Gravis Computer Technology Ltd.
All Rights Reserved
1.0 Installation Notes
2.0 Support
3.0 What is Included with this SDK
4.0 PC GamePad and PC Analog Pro Documentation
1.0.0 Support
-------------
Due to the low cost of the PC GamePad and Analog Pro developers toolkit
(free) we do not offer much in the way of technical support. All the
documentation, and source code is supplied 'as is'. We do provide a
Gravis programming message and file area on our BBS and on all the
Gravis nodes. Please refer to GRAVNODE.TXT for more information on how
to reach us via electronic mail.
2.0.0 What is Included with this SDK
------------------------------------
This SDK includes:
■ Technical information about the PC GamePad and Analog Pro
■ Technical information on the PC gameport
■ Pin out for a PC gameport
■ ASM and C routines on how to access the PC gameport
3.0.0 PC GamePad and PC Analog Pro Documentation
------------------------------------------------
PC GamePad and Analog Pro Technical Notes for Software Development
Introduction
============
The PC GamePad and PC Analog Pro by Advanced Gravis Computer Technology
Ltd. are position input devices for PCs and compatibles. The GamePad
is a joystick-like device optimized for 'switch stick' mode games and
user input applications. While the Analog Pro is a proportional style
stick built for software that require more precision, such as flight
simulators. This following technical note provides a description of
the GamePad and Analog Pro's hardware and software interface. This
note should assist software developers in implementing the Gravis PC
GamePad and Analog Pro in their software projects.
The Analog Pro
==============
The Analog Pro behaves much like a regular analog style joystick but
with a few exceptions. First the Analog Pro comes with 5 fire buttons,
while most joysticks only come with 2. Two of these buttons can be
configured to act as button 1A,1B,2A or 2B. See table below for an
explanation on how this is done. You may also refer to your joystick
manual to find the defaults settings for each of the 5 buttons.
Secondly the Analog Pro can use the Y-Axis of Joystick B as a throttle
control. The user, by turning a dial on the Analog Pro, can change the
value of this axis. It was intended to be used as a throttle control
but could just as easily be used for some different purpose in your
software. Below is a table explaining how to access these extra
features on the Analog Pro. Remember that only the 2 buttons on the
base are selectable. The 3 buttons on the handle are fixed.
-- B & A Analog Pro Standard Gameport
___ ----------------------------------
C -> \ | X-Axis Joystick A, X-Axis
|| A = Button 1A Y-Axis Joystick A, Y-Axis
D - || - E B = Button 2A Throttle Joystick B, Y-Axis
_▄_||_▄_ C = Button 1A Button 1A Joystick A, Button #1A
|______| Button 1B Joystick A, Button #2A
Button 2A Joystick B, Button #1B
Left Side Button 2B Joystick B, Button #2B
The PC GamePad
==============
The PC GamePad is a device very similar to an anolog joystick. It plugs
into a standard PC gameport like a joystick. The difference between a
typical joystick and the GamePad exists mostly in the axis characteristics.
Joysticks normally have X and Y axes that consist of continuously variable
axis resistances, which in turn yields continuously variable X and Y
positions. The GamePad, however, provides 'fixed' resistances
(non-proportional) for nine distinct GamePad controller positions
(including center). The fixed resistances are set to approx. 0 ohms,
approx. 50k ohms, and approx. 100k ohms. Also, there are some differences
in the buttons' arrangement. Four independant buttons are available, two
of which can be configured as 'autofire' (slide switch selector).
Furthermore, another slide switch allows the GamePad to be set for
left-hand or right-hand use. Below is a table explaining how to read
the extra buttons on the PC GamePad.
PC GamePad
4 Button Turbo Fire Standard Gameport
_____ || ----------------------------------------------
| \____||________ X-Axis X-Axis Joystick A, X-Axis
| __ GRAVIS \ Y-Axis Y-Axis Joystick A, Y-Axis
| / \ GamePad B | Button A Button A Joystick A, Button #1A
| \__/ A C| Button B Button B Joystick A, Button #2A
|______________ D | Button D Auto B Joystick B, Button #1B
\_____| Button C Auto A Joystick B, Button #2B
The Gameport
============
IBM defined the gameport as it exists on IBM PCs and compatibles.
Their definition includes a connector spec, and a PC bus interface spec.
Several PC and compatible product vendors provide gameport hardware such
as multi-I/O cards, sound cards, and game cards. Some gameport hardware
comes with features like computer speed compensation. For instance,
Gravis makes a game card called the "Eliminator Game Card" that has
speed compensation, and "UltraSound" a sound card that has a speed
compensated gameport.
The portion of the gameport interface of interest to programmers is the
PC bus interface. The majority of this tech note deals with the programmers
interface to the gameport, with some special references to the PC GamePad
and Analog Pro.
The gameport appears to the PC bus as a single read and write address at I/O
address 201 hex, and is 8 bits wide. Bit 0 thru bit 3 represent the axes.
Bit 4 thru bit 7 represent buttons. Button positions can be determined at
any time by reading location 201 hex and testing bits 4,5,6 and 7 for
high or low logic states. A high state being pressed and a low being
not pressed. Because you may be dealing with micro switch style buttons
you MUST DEBOUNCE in software.
Reading gameport axis information is more complex.
To gain a better grasp of the procedure for axis reading, the following
discusses gameport operation.
Joystick and other postional input devices are resistive transducers.
Varying an axis position causes a varying resistance.
The gameport connects to one end of this varying resistance. Within
the gameport circuitry exist 'one-shot' timers (flip-flop type logic
device with a resistor & capacitor time out circuit) for each of the
four axes. The joystick axis resistance determines the charge up time of
the capacitor. Gameport axis information is represented by capacitor charge
up time, and is determined by reading the axis timer status bits at
address 201 hex. The axis bits are read as high when the capacitors
are charging up, and the bits go low when the capacitor charges to a
pre-determined level. Thus, the high time of the axis bits directly
represents the axis resistance or position. The program can input axis
position information into a program by repeatatively looping and
reading the axis bits while high, and counting loop iterations.
The higher the loop count, the higher the axis resistance. Note that
the gameport must be written to (output any value to address 201 hex.
0 value recommended) in order to start a time out cycle.
The following psuedocode provices a simplified example of how to
read an axis:
clear loop_cout
output (0, 201h)
loop {
axis_bit = input(201h)
incr loop_count
} while (axis bit high)
return loop_count
The previous example is perhaps the simplest possible implementation of the
gameport's axis reading. Included with this package are two software
examples; assembler code driver for gameport reading and C code for
implementing driver and providing operator interface.
A typical gameport without speed compensation may have a time out
period of approx. 1.3 millisecond for an axis resistance of 100k ohms.
If you have an Apple/IBM combo stick this timeout can be as long as 2ms. A
disconnected or defective gameport would have a much greater or infinite
time out period. The programmer should take this into account and limit
the maximum number of axis read loop iterations to take no more than
several milliseconds. Generally, if a time out takes too long, zero
should be returned. Looping ought not continue endlessly as the computer
will appear hung. For more computer time efficiency, all axes COULD BE
read CONCURRENTLY using a more sophisticated driver. However, reading
them consecutively is more reliable. The maximum times an axis needs to
be read is 20/second. 10/second will work fine and you may be able to
get away with 5/second.
CAUTION: The faster the machine the faster the loop count! Hence speed
compensating gameports.
Optimizing for the PC GamePad
=============================
The provided examples are for general analog joystick applications. It is
possible to find optimizations for the PC GamePad. Optimizations are
possible because each GamePad axis has only 3 typical resistances
(approx. 0 ohms, approx. 50k ohms, approx. 100k ohms). Typical
joystick drivers return analog values representing axis position.
The programmer would have to do 'window' comparisons of values to
determine the GamePad axis positions, which could consume valuable
CPU time. A PC GamePad specific driver could handle this window or
limit comparison and return data relating to the nine possible
positions only.
GamePort - PC bus
=================
Read bits at address 201 (gameport)
===================================
=================================
| 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
=================================
| | | | | | | |
| | | | | | | +---- Axis Joystick A, X-Axis
| | | | | | +-------- Timer Joystick A, Y-Axis
| | | | | +------------ Status Joystick B, X-Axis
| | | | +---------------- Bits Joystick B, Y-Axis
| | | |
| | | +-------------------- Digital Joystick A, Button #1
| | +------------------------ Button Joystick A, Button #2
| +---------------------------- Inputs Joystick B, Button #1
+-------------------------------- Joystick B, Button #2
D15 Connector
=============
FRONT (Female) on Gameport
__________________________
\ 8 7 6 5 4 3 2 1 /
\ 9 10 11 12 13 14 15 /
----------------------
Pin # PC GamePad PC Analog Pro Standard Joystick
--------------------------------------------------------------
1 +5v +5v +5v
2 Button A Button A Joystick A, Button #1A
3 X-Out X-Out Joystick A, X-Axis
4 Gnd Gnd Gnd
5 N/A N/A Gnd
6 Y-Out Y-Out Joystick A, Y-Axis
7 Button B Button B Joystick A, Button #2A
8 N/A N/A +5v
9 N/A N/A +5v
10 Button C Button C Joystick B, Button #1B
11 N/A N/A Joystick B, X-Axis
12 Chassis Gnd Gnd Gnd
13 N/A Throttle Control Joystick B, Y-Axis
14 Button D Button D Joystick B, Button #2B
15 N/A N/A +5v
END