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Input: iforce - de-dosify iforce-protocol.txt

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Signed-off-by: Andrew Morton <akpm@linux-foundation.org>
Signed-off-by: Dmitry Torokhov <dtor@mail.ru>
This commit is contained in:
Andrew Morton 2007-09-04 23:51:53 -04:00 committed by Dmitry Torokhov
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** Introduction ** Introduction
This document describes what I managed to discover about the protocol used to This document describes what I managed to discover about the protocol used to
specify force effects to I-Force 2.0 devices. None of this information comes specify force effects to I-Force 2.0 devices. None of this information comes
from Immerse. That's why you should not trust what is written in this from Immerse. That's why you should not trust what is written in this
document. This document is intended to help understanding the protocol. document. This document is intended to help understanding the protocol.
This is not a reference. Comments and corrections are welcome. To contact me, This is not a reference. Comments and corrections are welcome. To contact me,
send an email to: deneux@ifrance.com send an email to: deneux@ifrance.com
** WARNING ** ** WARNING **
I may not be held responsible for any dammage or harm caused if you try to I may not be held responsible for any dammage or harm caused if you try to
send data to your I-Force device based on what you read in this document. send data to your I-Force device based on what you read in this document.
** Preliminary Notes: ** Preliminary Notes:
All values are hexadecimal with big-endian encoding (msb on the left). Beware, All values are hexadecimal with big-endian encoding (msb on the left). Beware,
values inside packets are encoded using little-endian. Bytes whose roles are values inside packets are encoded using little-endian. Bytes whose roles are
unknown are marked ??? Information that needs deeper inspection is marked (?) unknown are marked ??? Information that needs deeper inspection is marked (?)
** General form of a packet ** ** General form of a packet **
This is how packets look when the device uses the rs232 to communicate. This is how packets look when the device uses the rs232 to communicate.
2B OP LEN DATA CS 2B OP LEN DATA CS
CS is the checksum. It is equal to the exclusive or of all bytes. CS is the checksum. It is equal to the exclusive or of all bytes.
When using USB: When using USB:
OP DATA OP DATA
The 2B, LEN and CS fields have disappeared, probably because USB handles frames and The 2B, LEN and CS fields have disappeared, probably because USB handles frames and
data corruption is handled or unsignificant. data corruption is handled or unsignificant.
First, I describe effects that are sent by the device to the computer First, I describe effects that are sent by the device to the computer
** Device input state ** Device input state
This packet is used to indicate the state of each button and the value of each This packet is used to indicate the state of each button and the value of each
axis axis
OP= 01 for a joystick, 03 for a wheel OP= 01 for a joystick, 03 for a wheel
LEN= Varies from device to device LEN= Varies from device to device
00 X-Axis lsb 00 X-Axis lsb
01 X-Axis msb 01 X-Axis msb
02 Y-Axis lsb, or gas pedal for a wheel 02 Y-Axis lsb, or gas pedal for a wheel
03 Y-Axis msb, or brake pedal for a wheel 03 Y-Axis msb, or brake pedal for a wheel
04 Throttle 04 Throttle
05 Buttons 05 Buttons
06 Lower 4 bits: Buttons 06 Lower 4 bits: Buttons
Upper 4 bits: Hat Upper 4 bits: Hat
07 Rudder 07 Rudder
** Device effects states ** Device effects states
OP= 02 OP= 02
LEN= Varies LEN= Varies
00 ? Bit 1 (Value 2) is the value of the deadman switch 00 ? Bit 1 (Value 2) is the value of the deadman switch
01 Bit 8 is set if the effect is playing. Bits 0 to 7 are the effect id. 01 Bit 8 is set if the effect is playing. Bits 0 to 7 are the effect id.
02 ?? 02 ??
03 Address of parameter block changed (lsb) 03 Address of parameter block changed (lsb)
04 Address of parameter block changed (msb) 04 Address of parameter block changed (msb)
05 Address of second parameter block changed (lsb) 05 Address of second parameter block changed (lsb)
... depending on the number of parameter blocks updated ... depending on the number of parameter blocks updated
** Force effect ** ** Force effect **
OP= 01 OP= 01
LEN= 0e LEN= 0e
00 Channel (when playing several effects at the same time, each must be assigned a channel) 00 Channel (when playing several effects at the same time, each must be assigned a channel)
01 Wave form 01 Wave form
Val 00 Constant Val 00 Constant
Val 20 Square Val 20 Square
Val 21 Triangle Val 21 Triangle
Val 22 Sine Val 22 Sine
Val 23 Sawtooth up Val 23 Sawtooth up
Val 24 Sawtooth down Val 24 Sawtooth down
Val 40 Spring (Force = f(pos)) Val 40 Spring (Force = f(pos))
Val 41 Friction (Force = f(velocity)) and Inertia (Force = f(acceleration)) Val 41 Friction (Force = f(velocity)) and Inertia (Force = f(acceleration))
02 Axes affected and trigger 02 Axes affected and trigger
Bits 4-7: Val 2 = effect along one axis. Byte 05 indicates direction Bits 4-7: Val 2 = effect along one axis. Byte 05 indicates direction
Val 4 = X axis only. Byte 05 must contain 5a Val 4 = X axis only. Byte 05 must contain 5a
Val 8 = Y axis only. Byte 05 must contain b4 Val 8 = Y axis only. Byte 05 must contain b4
Val c = X and Y axes. Bytes 05 must contain 60 Val c = X and Y axes. Bytes 05 must contain 60
Bits 0-3: Val 0 = No trigger Bits 0-3: Val 0 = No trigger
Val x+1 = Button x triggers the effect Val x+1 = Button x triggers the effect
When the whole byte is 0, cancel the previously set trigger When the whole byte is 0, cancel the previously set trigger
03-04 Duration of effect (little endian encoding, in ms) 03-04 Duration of effect (little endian encoding, in ms)
05 Direction of effect, if applicable. Else, see 02 for value to assign. 05 Direction of effect, if applicable. Else, see 02 for value to assign.
06-07 Minimum time between triggering. 06-07 Minimum time between triggering.
08-09 Address of periodicity or magnitude parameters 08-09 Address of periodicity or magnitude parameters
0a-0b Address of attack and fade parameters, or ffff if none. 0a-0b Address of attack and fade parameters, or ffff if none.
*or* *or*
08-09 Address of interactive parameters for X-axis, or ffff if not applicable 08-09 Address of interactive parameters for X-axis, or ffff if not applicable
0a-0b Address of interactive parameters for Y-axis, or ffff if not applicable 0a-0b Address of interactive parameters for Y-axis, or ffff if not applicable
0c-0d Delay before execution of effect (little endian encoding, in ms) 0c-0d Delay before execution of effect (little endian encoding, in ms)
** Time based parameters ** ** Time based parameters **
*** Attack and fade *** *** Attack and fade ***
OP= 02 OP= 02
LEN= 08 LEN= 08
00-01 Address where to store the parameteres 00-01 Address where to store the parameteres
02-03 Duration of attack (little endian encoding, in ms) 02-03 Duration of attack (little endian encoding, in ms)
04 Level at end of attack. Signed byte. 04 Level at end of attack. Signed byte.
05-06 Duration of fade. 05-06 Duration of fade.
07 Level at end of fade. 07 Level at end of fade.
*** Magnitude *** *** Magnitude ***
OP= 03 OP= 03
LEN= 03 LEN= 03
00-01 Address 00-01 Address
02 Level. Signed byte. 02 Level. Signed byte.
*** Periodicity *** *** Periodicity ***
OP= 04 OP= 04
LEN= 07 LEN= 07
00-01 Address 00-01 Address
02 Magnitude. Signed byte. 02 Magnitude. Signed byte.
03 Offset. Signed byte. 03 Offset. Signed byte.
04 Phase. Val 00 = 0 deg, Val 40 = 90 degs. 04 Phase. Val 00 = 0 deg, Val 40 = 90 degs.
05-06 Period (little endian encoding, in ms) 05-06 Period (little endian encoding, in ms)
** Interactive parameters ** ** Interactive parameters **
OP= 05 OP= 05
LEN= 0a LEN= 0a
00-01 Address 00-01 Address
02 Positive Coeff 02 Positive Coeff
03 Negative Coeff 03 Negative Coeff
04+05 Offset (center) 04+05 Offset (center)
06+07 Dead band (Val 01F4 = 5000 (decimal)) 06+07 Dead band (Val 01F4 = 5000 (decimal))
08 Positive saturation (Val 0a = 1000 (decimal) Val 64 = 10000 (decimal)) 08 Positive saturation (Val 0a = 1000 (decimal) Val 64 = 10000 (decimal))
09 Negative saturation 09 Negative saturation
The encoding is a bit funny here: For coeffs, these are signed values. The The encoding is a bit funny here: For coeffs, these are signed values. The
maximum value is 64 (100 decimal), the min is 9c. maximum value is 64 (100 decimal), the min is 9c.
For the offset, the minimum value is FE0C, the maximum value is 01F4. For the offset, the minimum value is FE0C, the maximum value is 01F4.
For the deadband, the minimum value is 0, the max is 03E8. For the deadband, the minimum value is 0, the max is 03E8.
** Controls ** ** Controls **
OP= 41 OP= 41
LEN= 03 LEN= 03
00 Channel 00 Channel
01 Start/Stop 01 Start/Stop
Val 00: Stop Val 00: Stop
Val 01: Start and play once. Val 01: Start and play once.
Val 41: Start and play n times (See byte 02 below) Val 41: Start and play n times (See byte 02 below)
02 Number of iterations n. 02 Number of iterations n.
** Init ** ** Init **
*** Querying features *** *** Querying features ***
OP= ff OP= ff
Query command. Length varies according to the query type. Query command. Length varies according to the query type.
The general format of this packet is: The general format of this packet is:
ff 01 QUERY [INDEX] CHECKSUM ff 01 QUERY [INDEX] CHECKSUM
reponses are of the same form: reponses are of the same form:
FF LEN QUERY VALUE_QUERIED CHECKSUM2 FF LEN QUERY VALUE_QUERIED CHECKSUM2
where LEN = 1 + length(VALUE_QUERIED) where LEN = 1 + length(VALUE_QUERIED)
**** Query ram size **** **** Query ram size ****
QUERY = 42 ('B'uffer size) QUERY = 42 ('B'uffer size)
The device should reply with the same packet plus two additionnal bytes The device should reply with the same packet plus two additionnal bytes
containing the size of the memory: containing the size of the memory:
ff 03 42 03 e8 CS would mean that the device has 1000 bytes of ram available. ff 03 42 03 e8 CS would mean that the device has 1000 bytes of ram available.
**** Query number of effects **** **** Query number of effects ****
QUERY = 4e ('N'umber of effects) QUERY = 4e ('N'umber of effects)
The device should respond by sending the number of effects that can be played The device should respond by sending the number of effects that can be played
at the same time (one byte) at the same time (one byte)
ff 02 4e 14 CS would stand for 20 effects. ff 02 4e 14 CS would stand for 20 effects.
**** Vendor's id **** **** Vendor's id ****
QUERY = 4d ('M'anufacturer) QUERY = 4d ('M'anufacturer)
Query the vendors'id (2 bytes) Query the vendors'id (2 bytes)
**** Product id ***** **** Product id *****
QUERY = 50 ('P'roduct) QUERY = 50 ('P'roduct)
Query the product id (2 bytes) Query the product id (2 bytes)
**** Open device **** **** Open device ****
QUERY = 4f ('O'pen) QUERY = 4f ('O'pen)
No data returned. No data returned.
**** Close device ***** **** Close device *****
QUERY = 43 ('C')lose QUERY = 43 ('C')lose
No data returned. No data returned.
**** Query effect **** **** Query effect ****
QUERY = 45 ('E') QUERY = 45 ('E')
Send effect type. Send effect type.
Returns nonzero if supported (2 bytes) Returns nonzero if supported (2 bytes)
**** Firmware Version **** **** Firmware Version ****
QUERY = 56 ('V'ersion) QUERY = 56 ('V'ersion)
Sends back 3 bytes - major, minor, subminor Sends back 3 bytes - major, minor, subminor
*** Initialisation of the device *** *** Initialisation of the device ***
**** Set Control **** **** Set Control ****
!!! Device dependent, can be different on different models !!! !!! Device dependent, can be different on different models !!!
OP= 40 <idx> <val> [<val>] OP= 40 <idx> <val> [<val>]
LEN= 2 or 3 LEN= 2 or 3
00 Idx 00 Idx
Idx 00 Set dead zone (0..2048) Idx 00 Set dead zone (0..2048)
Idx 01 Ignore Deadman sensor (0..1) Idx 01 Ignore Deadman sensor (0..1)
Idx 02 Enable comm watchdog (0..1) Idx 02 Enable comm watchdog (0..1)
Idx 03 Set the strength of the spring (0..100) Idx 03 Set the strength of the spring (0..100)
Idx 04 Enable or disable the spring (0/1) Idx 04 Enable or disable the spring (0/1)
Idx 05 Set axis saturation threshold (0..2048) Idx 05 Set axis saturation threshold (0..2048)
**** Set Effect State **** **** Set Effect State ****
OP= 42 <val> OP= 42 <val>
LEN= 1 LEN= 1
00 State 00 State
Bit 3 Pause force feedback Bit 3 Pause force feedback
Bit 2 Enable force feedback Bit 2 Enable force feedback
Bit 0 Stop all effects Bit 0 Stop all effects
**** Set overall gain **** **** Set overall gain ****
OP= 43 <val> OP= 43 <val>
LEN= 1 LEN= 1
00 Gain 00 Gain
Val 00 = 0% Val 00 = 0%
Val 40 = 50% Val 40 = 50%
Val 80 = 100% Val 80 = 100%
** Parameter memory ** ** Parameter memory **
Each device has a certain amount of memory to store parameters of effects. Each device has a certain amount of memory to store parameters of effects.
The amount of RAM may vary, I encountered values from 200 to 1000 bytes. Below The amount of RAM may vary, I encountered values from 200 to 1000 bytes. Below
is the amount of memory apparently needed for every set of parameters: is the amount of memory apparently needed for every set of parameters:
- period : 0c - period : 0c
- magnitude : 02 - magnitude : 02
- attack and fade : 0e - attack and fade : 0e
- interactive : 08 - interactive : 08
** Appendix: How to study the protocol ? ** ** Appendix: How to study the protocol ? **
1. Generate effects using the force editor provided with the DirectX SDK, or use Immersion Studio (freely available at their web site in the developer section: www.immersion.com) 1. Generate effects using the force editor provided with the DirectX SDK, or use Immersion Studio (freely available at their web site in the developer section: www.immersion.com)
2. Start a soft spying RS232 or USB (depending on where you connected your joystick/wheel). I used ComPortSpy from fCoder (alpha version!) 2. Start a soft spying RS232 or USB (depending on where you connected your joystick/wheel). I used ComPortSpy from fCoder (alpha version!)
3. Play the effect, and watch what happens on the spy screen. 3. Play the effect, and watch what happens on the spy screen.
A few words about ComPortSpy: A few words about ComPortSpy:
At first glance, this soft seems, hum, well... buggy. In fact, data appear with a few seconds latency. Personnaly, I restart it every time I play an effect. At first glance, this soft seems, hum, well... buggy. In fact, data appear with a few seconds latency. Personnaly, I restart it every time I play an effect.
Remember it's free (as in free beer) and alpha! Remember it's free (as in free beer) and alpha!
** URLS ** ** URLS **
Check www.immerse.com for Immersion Studio, and www.fcoder.com for ComPortSpy. Check www.immerse.com for Immersion Studio, and www.fcoder.com for ComPortSpy.
** Author of this document ** ** Author of this document **
Johann Deneux <deneux@ifrance.com> Johann Deneux <deneux@ifrance.com>
Home page at http://www.esil.univ-mrs.fr/~jdeneux/projects/ff/ Home page at http://www.esil.univ-mrs.fr/~jdeneux/projects/ff/
Additions by Vojtech Pavlik. Additions by Vojtech Pavlik.
I-Force is trademark of Immersion Corp. I-Force is trademark of Immersion Corp.