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<?xml version="1.0" standalone="no"?>
< !DOCTYPE refentry PUBLIC "-//OASIS//DTD DocBook XML V4.1.2//EN"
"http://www.oasis-open.org/docbook/xml/4.1.2/docbookx.dtd">
<refentry id= "xboxdrv" >
<refentryinfo >
<date > 2010-05-05</date>
</refentryinfo>
<refmeta >
<refentrytitle >
<application > xboxdrv</application>
</refentrytitle>
<manvolnum > 1</manvolnum>
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<refmiscinfo class= "version" > 0.4.12</refmiscinfo>
<refmiscinfo class= "author" > 0.4.12</refmiscinfo>
<refmiscinfo class= "manual" > User Commands</refmiscinfo>
<refmiscinfo class= "source" > xboxdrv</refmiscinfo>
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</refmeta>
<refnamediv >
<refname >
<application > xboxdrv</application>
</refname>
<refpurpose >
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A Xbox/Xbox360 gamepad driver that works in userspace
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</refpurpose>
</refnamediv>
<refsynopsisdiv >
<cmdsynopsis >
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<command > xboxdrv</command>
<arg rep= "repeat" > <option > OPTION</option> </arg>
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</cmdsynopsis>
</refsynopsisdiv>
<refsect1 >
<title > DESCRIPTION</title>
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<refsect2 >
<title > General Options</title>
<variablelist >
<varlistentry >
<term > <option > -h</option> , <option > --help</option> </term>
<listitem >
<para > Display help text and exit.</para>
</listitem>
</varlistentry>
<varlistentry >
<term > -V, --version</term>
<listitem >
<para >
Print the version number and exit.
</para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > -v</option> , <option > --verbose</option> </term>
<listitem >
Print verbose messages.
</listitem>
</varlistentry>
<varlistentry >
<term > --help-led</term>
<listitem >
List possible values for the led.
</listitem>
</varlistentry>
<varlistentry >
<term > --help-devices</term>
<listitem >
List supported devices.
</listitem>
</varlistentry>
<varlistentry >
<term > -s, --silent</term>
<listitem >
<para >
Do not display events on console.
</para>
</listitem>
</varlistentry>
<varlistentry >
<term > --quiet</term>
<listitem >
<para >
Do not display startup text.
</para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > -L</option> , <option > --list-controller</option> </term>
<listitem >
<para >
List available controllers on the system.
</para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --list-supported-devices</option> </term>
<listitem >
<para >
List supported devices (used by xboxdrv-daemon.py).
</para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --list-supported-devices-xpad</option> </term>
<listitem >
<para >
List supported devices in <filename > xpad.c</filename> style.
</para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > -R</option> , <option > --test-rumble</option> </term>
<listitem >
<para >
map rumbling to LT and RT (for testing only)
</para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --no-uinput</option> </term>
<listitem >
<para >
Do not try to start uinput event dispatching, useful for debugging.
</para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --mimic-xpad</option> </term>
<listitem >
<para >
Causes xboxdrv to use the same axis and button names as the xpad kernel driver.
</para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > -D</option> , <option > --daemon</option> </term>
<listitem >
<para >
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Run as daemon. In most situations this is not very
useful, as <command > xboxdrv</command> will fail when the
pad is removed or plugged in. See xboxdrv-daemon(1) for
a way to launch <command > xboxdrv</command>
automatically.
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</para>
</listitem>
</varlistentry>
</variablelist>
</refsect2>
<refsect2 >
<title > Device Options</title>
<variablelist >
<varlistentry >
<term > -i, --id N</term>
<listitem >
Use controller with id N (default: 0).
</listitem>
</varlistentry>
<varlistentry >
<term > <option > -w</option> , <option > --wid</option> <replaceable class= "parameter" > N</replaceable> </term>
<listitem >
<para >
Use wireless controller with wid N (default: 0).
</para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --device-by-path</option> <replaceable class= "parameter" > BUS:DEV</replaceable> </term>
<listitem >
<para >
Use device BUS:DEV, do not do any scanning
</para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --device-by-id</option> <replaceable class= "parameter" > VENDOR:PRODUCT</replaceable> </term>
<listitem >
<para >
Use device that matches VENDOR:PRODUCT (as returned by <command > lsusb</command> )
</para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --type</option> <replaceable class= "parameter" > TYPE</replaceable> </term>
<listitem >
<para >
Ignore autodetection and enforce the controller type. Possible values for <replaceable class= "parameter" > TYPE</replaceable> :
</para>
<itemizedlist >
<listitem > xbox</listitem>
<listitem > xbox-mat</listitem>
<listitem > xbox360</listitem>
<listitem > xbox360-wireless</listitem>
<listitem > xbox360-guitar</listitem>
</itemizedlist>
</listitem>
</varlistentry>
</variablelist>
</refsect2>
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<refsect2 >
<title > Status Options</title>
<variablelist >
<varlistentry >
<term > <option > -l, --led NUM</option> </term>
<listitem >
set LED status, see --list-led-values (default: 0)
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --led</option> <replaceable class= "parameter" > NUM</replaceable> </term>
<listitem >
<para >
Set LED status. Possible values for <replaceable class= "parameter" > NUM</replaceable> are:
</para>
<table >
<tgroup cols= "2" >
<colspec align= "right" colwidth= "1*" />
<colspec align= "left" colwidth= "1*" />
<thead >
<row >
<entry > Num</entry>
<entry > Behaviour</entry>
</row>
</thead>
<tbody >
<row > <entry > 0</entry> <entry > off</entry> </row>
<row > <entry > 1</entry> <entry > all blinking</entry> </row>
<row > <entry > 2</entry> <entry > 1/top-left blink, then on</entry> </row>
<row > <entry > 3</entry> <entry > 2/top-right blink, then on</entry> </row>
<row > <entry > 4</entry> <entry > 3/bottom-left blink, then on</entry> </row>
<row > <entry > 5</entry> <entry > 4/bottom-right blink, then on</entry> </row>
<row > <entry > 6</entry> <entry > 1/top-left on</entry> </row>
<row > <entry > 7</entry> <entry > 2/top-right on</entry> </row>
<row > <entry > 8</entry> <entry > 3/bottom-left on</entry> </row>
<row > <entry > 9</entry> <entry > 4/bottom-right on</entry> </row>
<row > <entry > 10</entry> <entry > rotate</entry> </row>
<row > <entry > 11</entry> <entry > blink</entry> </row>
<row > <entry > 12</entry> <entry > blink slower</entry> </row>
<row > <entry > 13</entry> <entry > rotate with two lights</entry> </row>
<row > <entry > 14</entry> <entry > blink</entry> </row>
<row > <entry > 15</entry> <entry > blink once</entry> </row>
</tbody>
</tgroup>
</table>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > -r</option> , <option > --rumble</option> <replaceable class= "parameter" > L,R</replaceable> </term>
<listitem >
<para >
Set the speed for both rumble motors. Values from 0 to 255 are accepted, the default is 0,0.
</para>
</listitem>
</varlistentry>
</variablelist>
</refsect2>
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<refsect2 >
<title > Configuration Options</title>
<variablelist >
<varlistentry >
<term > <option > --deadzone <replaceable class= "parameter" > NUM</replaceable> </option> </term>
<listitem >
<para >
The deadzone is the area at which the sticks do not report any
events. The default is zero, which gives the best sensitifity but
might also cause trouble in some games in that the character or camera
might move without moving the stick. To fix this one has to set the
value to something higher:
</para>
<para >
<command > % xboxdrv --deadzone 4000</command>
</para>
<para > A value of 4000 works quite well for most games.</para>
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<para > You can also give the deadzone in percentage:</para>
<para > <command > % xboxdrv --deadzone 15%</command> </para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --deadzone-trigger <replaceable class= "parameter" > NUM</replaceable> </option> </term>
<listitem >
<para >
The left and right trigger have a separate deadzone value which can be
specified with:
</para>
<programlisting > % xboxdrv --deadzone-trigger 15% </programlisting>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --trigger-as-button</option> </term>
<listitem >
<para > LT and RT send button instead of axis events</para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --trigger-as-zaxis</option> </term>
<listitem >
<para > Combine LT and RT to form a zaxis instead</para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --dpad-as-button</option> </term>
<listitem >
The DPad sends button instead of axis events.
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --dpad-only</option> </term>
<listitem >
<para >
Both sticks are ignored, only the DPad sends out axis
events. Useful for games that might get confused by
additional analog axis.
</para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > -b, --buttonmap BUTTON=BUTTON,...</option> </term>
<listitem >
<para >
Button remapping is available via the <option > --buttonmap</option> option. If you want
to swap button A and B start with:
</para>
<para > <command > % xboxdrv --buttonmap A=B,B=A</command> </para>
<para > If you want all face buttons send out A button events:</para>
<para > <command > % xboxdrv --buttonmap B=A,X=A,Y=A</command> </para>
<para > Possible button names are (aliases are in parenthesis):</para>
<table frame= "all" >
<tgroup cols= "2" >
<thead >
<row >
<entry > Name</entry>
<entry > Description</entry>
</row>
</thead>
<tbody >
<row >
<entry > start, back</entry>
<entry > start, back buttons</entry>
</row>
<row >
<entry > guide</entry>
<entry > big X-button in the middle (Xbox360 only)</entry>
</row>
<row >
<entry > a(1), b(2), x(3), y(4)</entry>
<entry > face buttons</entry>
</row>
<row >
<entry > black, white</entry>
<entry > black, white buttons (Xbox1 only, mapped to lb, rb on Xbox360)</entry>
</row>
<row >
<entry > lb(5), rb(6)</entry>
<entry > shoulder buttons (Xbox360 only, mapped to black, white on Xbox1)</entry>
</row>
<row >
<entry > lt(7), rt(8)</entry>
<entry > analog trigger (needs --trigger-as-button option)</entry>
</row>
<row >
<entry > tl, tr</entry>
<entry > pressing the left or right analog stick</entry>
</row>
<row > <entry > du(up), dd(down), dl(left), dr(right)</entry>
<entry > dpad directions (needs --dpad-as-button option)</entry>
</row>
<row >
<entry > green, red, yellow, blue, orange</entry>
<entry > guitar buttons</entry>
</row>
</tbody>
</tgroup>
</table>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --axismap AXIS=MAPPING</option> </term>
<listitem >
<para >
Axis remapping is available via --axismap and works the same as button
mapping. In addition you can supply a sign to indicate that an axis
should be inverted. So if you want to invert the y1 axis start with:
</para>
<programlisting > % xboxdrv --axismap -Y1=Y1</programlisting>
<para >
If you want to swap the left and right stick start with:
</para>
<programlisting > % xboxdrv --axismap X2=X1,Y2=Y1,X1=X2,Y1=Y2</programlisting>
<para >
Possible axis names are: x1, y1, x2, y2, lt, rt
</para>
<para >
Swaping lt or rt with x1, y1, x2, y2 will not work properly, since
their range is different.
</para>
</listitem>
</varlistentry>
<varlistentry >
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<term > <option > --ui-buttonmap</option> <replaceable class= "parameter" > BUTTON=UIBUTTONSPEC</replaceable> ,
<option > --ui-axismap</option> <replaceable class= "parameter" > AXIS=UIAXISSPEC</replaceable> </term>
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<listitem >
<para >
Another more low level form to remap buttons and axis
comes in the form of --ui-buttonmap and --ui-axismap,
these allow you to change the event code that is send to
the kernel for a given button or axis. Usage is similar to
the normal button mapping:
</para>
<programlisting > % xboxdrv -s --ui-buttonmap X=KEY_A</programlisting>
<para >
Except that the right hand side is an event name from
<filename > /usr/include/linux/input.h</filename> . You can
use all <keysym > KEY_</keysym> or <keysym > BTN_</keysym>
codes for
<option > --ui-buttonmap</option> and all <keysym > ABS_</keysym> and <keysym > REL_</keysym> ones
for <option > --ui-axismap</option> .
</para>
<para >
Instead of the low level KEY_ names, which represent keycodes, you can
also use the higher level X11 keysyms XK_, the keysyms have the
advantage that they map directly to the key you expect, while a KEY_
name gets mungled by the X11 keymap and will often not report what you
expect in case you use a keymap that is different then your keyboard
(i.e. dvorak on a qwerty keyboard).
</para>
<para >
A full list of X11 keysyms is available at
<filename > /usr/include/X11/keysymdef.h</filename> , note that you can only use those that
are reachable by your current keymap. Keysyms that are reachable via
multiple keycodes might break the mapping from keysym to evdev code.
</para>
<para >
When you try to let a gamepad key send a keyboard events
Xorg must register it as keyboard device to work
properly. This seems to work automatically when you bind
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more then two keyboard keys, if you bind less you need
to create the
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file <filename > /etc/hal/fdi/preprobe/xboxdrv.fdi</filename>
containing:
</para>
<programlisting > < ![CDATA[
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<?xml version="1.0" encoding="UTF-8"?>
<deviceinfo version= "0.2" >
<device >
<match key= "input.product" string= "Xbox Gamepad (userspace driver) - Keyboard Emulation" >
<addset key= "info.capabilities" type= "strlist" > input.keys</addset>
</match>
</device>
</deviceinfo> ]]></programlisting>
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<para >
This will tell HAL and later Xorg that xboxdrv acts as keyboard.
</para>
<para >
For joystick buttons there is in addition to the BTN_JOYSTICK, BTN_X,
etc. macros the special name JS_$NUM, which sets the given button to
the $NUMS joystick button, i.e.:
</para>
<programlisting > % xboxdrv --ui-clear --ui-buttonmap A=JS_0,B=JS_1</programlisting>
<para >
Note that this will only work if no other joystick button ids are in
the way.
</para>
<para >
In addition to just the event you can also pass additional
configuration parameter seperated by colons, the exact
parameter differ on the type of event, everything but the
first parameter is optional:
</para>
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<variablelist >
<varlistentry >
<term > --ui-axismap X1=REL_???:VALUE:REPEAT</term>
<listitem >
<table >
<tgroup cols= "2" >
<tbody >
<row >
<entry > VALUE:</entry>
<entry > the maximum value of the event (default: 10)</entry>
</row>
<row >
<entry > REPEAT:</entry>
<entry > number of milisecond to pass before the event is fired again (default: 5)</entry>
</row>
</tbody>
</tgroup>
</table>
</listitem>
</varlistentry>
</variablelist>
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<programlisting > < ![CDATA[--ui-axismap X1=KEY_UP:KEY_DOWN:THRESHOLD
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KEY_UP: keycode to be send when the axis is moved up
KEY_DOWN: keycode to be send when the axis is moved down
THRESHOLD: threshold that triggers the sending of an event
--ui-buttonmap X1=REL_???:VALUE:REPEAT
VALUE: the of the event (default: 10)
REPEAT: number of milisecond to pass before the event is fired again (default: 5)]]></programlisting>
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</listitem>
</varlistentry>
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<varlistentry >
<term > <option > --ui-clear</option> </term>
<listitem >
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<para >
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Removes all uinput mappings and will leave the driver in
a blank state and only map those things you added
yourself. If you only want to get rid of individual
buttons you can use the 'void' event:
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</para>
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<programlisting > < ![CDATA[% xboxdrv \
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--ui-buttonmap tr=void,tl=void,lb=void,rb=void \
--ui-axismap x2=void,y2=void,rt=void,lt=void,dpad_x=void,dpad_y=void]]></programlisting>
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</listitem>
</varlistentry>
<varlistentry >
<term > <option > --name DEVNAME</option> </term>
<listitem >
<para >
Changes the descriptive name the device will have
</para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --square-axis</option> </term>
<listitem >
<para >
The Xbox360 gamepad, as most other current day gamepads, features a
circular movment range, which restricts the movement so that the
distance to the center never gets beyond 1. This means that when you
have the controller at the top/left the value reported is (0.7, 0.7)
(i.e. length 1, angle 45) instead of (1,1). This behaviour is
different then most classic joysticks, which had a square range and
allowed x and y to be handled completly indepened.
</para>
<para > Some old games (i.e. DOS stuff) require a square movement range and
will thus not function properly with the Xbox360 gamepad. Via the
<option > --square-axis</option> option you can work around this issue and diagonals will
be reported as (1,1).</para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --four-way-restrictor</option> </term>
<listitem >
<para >
The <option > --four-way-restrictor</option> option allows to
to limit the movement on both analogsticks to only four
directions (up, down, left, right), the diagonals (up/left,
up/right, down/left, down/right) are filtered out from the
output. This option is useful for games such as Tetris, that
don't need diagonals and where you don't want to accidently
trigger the down-move while trying to do a left/right move.
</para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --axis-sensitivty <replaceable class= "parameter" > AXIS=SENSITIVITY</replaceable> </option> ,...</term>
<listitem >
<para > The sensitive of an axis can be adjusted via --axis-sensitivty:</para>
<para > <command > % xboxdrv --axis-sensitivty X1=-2.0,Y1=-2.0</command> </para>
<para > A value of 0 gives you the default linear sensitivity, values larger
then 0 will give you heigher sensitivity, while values smaller then 0
will give you lower sensitivity.</para>
<para > Sensitivity works by applying:</para>
<programlisting > < ![CDATA[t = 2 ** sensitivity;
pos = (1.0f - (1.0f - pos) ** t) ** (1 / t);]]></programlisting>
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<para > To the value of the axis, thus both the min and max position will
always stay the same, only the values inbetween change.</para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --relative-axis AXIS=NUM,...</option> </term>
<listitem >
<para >
The function <option > --relative-axis</option> allows you
to change the behaviour of an axis so that your movement
of it moves its value up or down instead of applying it
directly. This allows you to simulate throttle control
for flightsim games.
</para>
<para >
Since the axis might be upside down, you might want to use
the <option > --axismap</option> function to reverse it.
</para>
<para > <command > % xboxdrv --relative-axis y2=64000 --axismap -y2=y2</command> </para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --autofire BUTTON=FREQUENCY</option> </term>
<listitem >
<para > Autofire mapping allows you to let a button automatically fire with a
given frequency in miliseconds:</para>
<para > <command > % xboxdrv --autofire A=250</command> </para>
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<para > Combining <option > --autofire</option> with button map allows you to have one button act
as autofire while another one, emitting the same signal, acts normally.</para>
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<para > <command > % xboxdrv --autofire B=250 --buttonmap B=A</command> </para>
</listitem>
</varlistentry>
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<varlistentry >
<term > <option > --calibration <replaceable class= "parameter" > CALIBRATIONSPEC</replaceable> </option> </term>
<listitem >
<para >
If your gamepad for some reason can't reach the maximum value or isn't
centered properly you can fix that via the calibration options:
</para>
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<para > <command > % xboxdrv --calibration X2=-32768:0:32767</command> </para>
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<para > X2 is the axis name and the three values that follow are min, center
and max. Simply insert the values that jstest reports when your axis
is in the respective positions.</para>
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<para > You can also use the calibration option if you want to make your
joystick more sensitive. A setting of:</para>
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<para > <command > xboxdrv --calibration AXIS=MIN:CENTER:MAX,...</command> </para>
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<para > Will cause the joystick device report maximum position when your
stick is only moved half the way.</para>
</listitem>
</varlistentry>
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<varlistentry >
<term > <option > --axis-sensitivty <replaceable class= "parameter" > AXIS=SENSITIVITY</replaceable> </option> ,...</term>
<listitem >
<para > The sensitive of an axis can be adjusted via --axis-sensitivty:</para>
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<para > <command > % xboxdrv --axis-sensitivty X1=-2.0,Y1=-2.0</command> </para>
<para > A value of 0 gives you the default linear sensitivity, values larger
then 0 will give you heigher sensitivity, while values smaller then 0
will give you lower sensitivity.</para>
<para > Sensitivity works by applying:</para>
<programlisting > < ![CDATA[t = 2 ** sensitivity;
pos = (1.0f - (1.0f - pos) ** t) ** (1 / t);]]></programlisting>
<para > To the value of the axis, thus both the min and max position will
always stay the same, only the values inbetween change.</para>
</listitem>
</varlistentry>
<varlistentry >
<term > <option > --force-feedback</option> </term>
<listitem >
<para >
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Enables the standard kernel force feedback interface. It
is disabled by default as it causes trouble with some
applications running in Wine.
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</para>
<para >
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Since the Xbox360 controller supports just rumble not full force
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feedback, xboxdrv tries to emulate other effects. This emulation
hasn't been tested much and might not always work as expected. Bug
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reports and test cases are welcome.
</para>
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<para >
Note that you must close the application that is using force feedback
always before you close the xboxdrv driver, else you might end up with
a hanging non-interruptable xboxdrv process that will require a reboot
to get rid of.
</para>
</listitem>
</varlistentry>
<varlistentry >
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<term > <option > --rumble-gain</option> <replaceable class= "parameter" > AMOUNT</replaceable> </term>
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<listitem >
<para > You can change the rumble strength via:</para>
<programlisting > % xboxdrv --rumble-gain 50%</programlisting>
<para > Values larger then 100% are possible as well.</para>
</listitem>
</varlistentry>
</variablelist>
</refsect2>
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</refsect1>
<refsect1 >
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<title > Running xboxdrv</title>
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<para >
Plug in your Xbox360 gamepad and then unload the xpad driver via:
</para>
<programlisting > % rmmod xpad</programlisting>
If you want to permanently unload it add the following line to
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<filename > /etc/modprobe.d/blacklist.conf</filename> :
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<programlisting > blacklist xpad</programlisting>
Next you have to load the uinput kernel module which allows userspace
programms to create input devices and the joydev module which gives
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you the <filename > /dev/input/jsX</filename> device:
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<programlisting > < ![CDATA[% modprobe uinput
% modprobe joydev]]></programlisting>
<para >
You also have to make sure that you have access rights to
/dev/input/uinput, either add yourself to the appropriate group,
adjust the permissions or run xboxdrv as root.
</para>
<para >
Once ensured that xpad is out of the way and everything is in place
start the userspace driver with:
</para>
<programlisting > % ./xboxdrv</programlisting>
<para >
Or in case you don't have the neccesary rights (being in group root
should often be enough) start the driver as root via:
</para>
<programlisting > % sudo ./xboxdrv</programlisting>
<para >
This will create /dev/input/js0 and allow you to access the gamepad
from any game. To exit the driver press Ctrl-c.
If you have multiple wired controllers you need to start multiple instances
of the xboxdrv driver and append the -i argument like this:
</para>
<programlisting > % ./xboxdrv -i 1</programlisting>
<para >
If you have multiple wireless controller you need to start multiple
instances of the xboxdrv driver and append the --wid argument like
this:
</para>
<programlisting > % ./xboxdrv --wid 1</programlisting>
<para >
You have to sync the wireless controller as usual.
</para>
<para > This will then use the second detected controller, see to see which id
your controller has:</para>
<programlisting > % ./xboxdrv --list-controller</programlisting>
<para > When everything works as expected it is recomment that you run xboxdrv
with the silent option:</para>
<programlisting > % ./xboxdrv --silent</programlisting>
<para > This will suppress the logging of events to the console and will
gurantee that no uneccesarry CPU cycles are wasted.</para>
<para > If you want to abuse the led or rumble of the gamepad for notification
in scripts you can do see via:</para>
<programlisting > % ./xboxdrv --led 10 --rumble 30,30 --quit</programlisting>
<para > This will cause a mild rumble and the led to rotate, you can stop it
again via, which also happens to be the command you can use to stop
your Xbox360 controller from blinking:</para>
<programlisting > % ./xboxdrv ---led 0 --rumble 0,0 --quit</programlisting>
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<para > For rumble to work make sure you have connected the
controller to a USB port that has enough power, an unpowered USB
hub might not work.</para>
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</refsect1>
<refsect1 >
<title > Testing</title>
<para >
Knowing how to test a xboxdrv configuration is absolutely crucial in
understanding what is wrong in a given setup. Testing the
configuration in a game is most often not helpful, since you won't see
the true cause beyond endless layers of abstraction between you and
the actual events. Luckily there are a few tools you can use to test,
all of these are command line based and it is recomment that you get
familar with them when you want to do any more complex configuration.
</para>
<refsect2 >
<title > evtest</title>
<para >
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evtest lets you read raw input events from <filename > /dev/input/eventX</filename> . The
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event devices are the very core of all event handling, things like the
joystick devices are derived from the event device, so if you want to
fix some issue on the joystick device, you have to fix the event
device.
</para>
<para >
evtest is available in the tools/ directory, you might also find it in
your distribution.
</para>
</refsect2>
<refsect2 >
<title > jstest</title>
<para >
jstest lets you read the output out of a joystick event device (/dev/input/js0).
</para>
<para >
jstest is available in the tools/ directory or as part of your
distribution.
</para>
</refsect2>
<refsect2 >
<title > sdl-jstest</title>
<para >
sdl-jstest lets you see events as games using SDL see them. This is
very important when you want to set and test the SDL_LINUX_JOYSTICK
environment variables.
</para>
<para >
Currently available via:
</para>
<programlisting > % svn co svn://svn.berlios.de/windstille/trunk/sdl-jstest</programlisting>
</refsect2>
<refsect2 >
<title > xev</title>
<para >
xev lets you see the events that Xorg sees. Note however that you
might not see all events, since some will be grapped by your Window
manager before they reach xev, this is normal.
</para>
<para >
xev is part of every Linux distribution, on Ubuntu its available via:
</para>
<programlisting > % apt-get install x11-utils</programlisting>
</refsect2>
<refsect2 >
<title > jscalc</title>
<para >
Do not use this tool, for current day joysticks it doesn't do
anything useful, so don't touch it, it won't fix your problems.
</para>
</refsect2>
<refsect2 >
<title > mouse</title>
<para >
No tools for testing the output on /dev/input/mouseX are known.
</para>
</refsect2>
<refsect2 >
<title > Note</title>
<para >
If the tools provide no output at all, this might not be due to a
wrong configuration, but due to Xorg grabbing your event device and
locking it, see Xorg section for possible fixes.
</para>
</refsect2>
</refsect1>
<refsect1 >
<title > EXAMPLES</title>
<refsect2 >
<title > Mouse Emulation</title>
<para >
Mouse emulation can be done with something like this:
</para>
<programlisting > < ![CDATA[% ./xboxdrv \
--axismap -y2=y2 \
--ui-axismap x1=REL_X,y1=REL_Y,y2=REL_WHEEL:3:50 \
--ui-buttonmap a=BTN_LEFT,b=BTN_RIGHT,x=BTN_MIDDLE,y=KEY_ENTER \
--ui-buttonmap rb=KEY_FORWARD,lb=KEY_BACK \
--ui-buttonmap dl=KEY_LEFT,dr=KEY_RIGHT,du=KEY_UP,dd=KEY_DOWN \
-s --deadzone 5000 --dpad-as-button]]></programlisting>
<para >
This will map the dpad to cursor keys, left analogstick to mouse
cursor and right analogstick to mouse wheel.
</para>
<para >
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Note that if you have your mouse buttons switched you must
adjust the above to match your mouse configuration or the
button events will come out wrong.
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</para>
</refsect2>
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<refsect2 >
<title > Keyboard Emulation</title>
<para > The following configuration works for games that are played with
keyboard, like Flash games or games that don't support a joystick, you
have to adjust the keybindings to fit the game:</para>
<programlisting > < ![CDATA[% ./xboxdrv \
--ui-clear \
--dpad-as-button \
--ui-buttonmap a=XK_a,b=XK_b,x=XK_x,y=XK_y \
--ui-buttonmap dl=XK_Left,dr=XK_Right,du=XK_Up,dd=XK_Down]]></programlisting>
</refsect2>
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<refsect2 >
<title >
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Prince of Persia or Tomb Raider Anniversary in Wine
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</title>
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<para >
Start <command > xboxdrv</command> with:
</para>
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<programlisting > <![CDATA[% xboxdrv --trigger-as-button -s ]]> </programlisting>
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<para > The triggers are not regonized in these games when they
are analog, so we have to handle them as buttons.</para>
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</refsect2>
<refsect2 >
<title > Fighting games with Datel Arcade Pro Joystick:</title>
<para > The left and right trigger get turned into digital buttons. All axis
except the dpad are ignored. RB and RT are mapped to act as if buttons
1,2 and 3 are pressed simultaniously (useful for some special
attacks). Instead of using the native button names, the
1,2,3,... aliases are used, which makes things easier to edit:</para>
<programlisting > < ![CDATA[% xboxdrv --dpad-only \
--trigger-as-button \
--buttonmap lb=1,x=2,y=3,lt=4,a=5,b=6,rb=1,rb=2,rb=3,rt=4,rt=5,rt=6]]></programlisting>
</refsect2>
<refsect2 >
<title > CH Flightstick emulation in Dosbox:</title>
<para > In <filename > dosbox.conf</filename> set:</para>
<programlisting > < ![CDATA[[joystick]
joysticktype = ch]]></programlisting>
<para > Start xboxdrv with:</para>
<programlisting > < ![CDATA[% xboxdrv -s \
--trigger-as-zaxis --square-axis \
--relative-axis y2=64000 --axismap -y2=x2,x2=y2]]></programlisting>
<para > Your right analog stick will act as trottle control, the trigger as
rudder.</para>
</refsect2>
<refsect2 >
<title > Sauerbraten</title>
<para >
First analogstick gets mapped te cursor keys, second
analogstick gets mapped to mouse. Note: This is just an
incomplete example, not a perfectly playable configuration,
you have to do tweaking yourself.
</para>
<programlisting > < ![CDATA[% ./xboxdrv \
--ui-axismap x2=REL_X:10,y2=REL_Y:-10,x1=KEY_LEFT:KEY_RIGHT,y1=KEY_UP:KEY_DOWN \
--ui-buttonmap a=BTN_RIGHT,b=BTN_LEFT,x=BTN_EXTRA \
--ui-buttonmap rb=KEY_5,lb=KEY_6,lt=BTN_LEFT,rt=BTN_RIGHT \
--ui-buttonmap y=KEY_ENTER,dl=KEY_4,dr=KEY_2,du=KEY_1,dd=KEY_3,back=KEY_TAB,start=KEY_ESC \
-s --deadzone 6000 --dpad-as-button --trigger-as-button]]></programlisting>
</refsect2>
<refsect2 >
<title > Warsow</title>
<para >
Note: This is just an incomplete example, not a perfectly playable
configuration, you have to do tweaking yourself.
</para>
<programlisting > < ![CDATA[% ./xboxdrv \
--ui-axismap x2=REL_X:10,y2=REL_Y:-10,x1=KEY_A:KEY_D,y1=KEY_W:KEY_S \
--ui-buttonmap a=KEY_LEFTSHIFT,b=BTN_C,x=BTN_EXTRA,y=KEY_C \
--ui-buttonmap lb=BTN_RIGHT,rb=KEY_SPACE \
--ui-buttonmap lt=KEY_Z,rt=BTN_LEFT \
--ui-buttonmap dl=KEY_4,dr=KEY_2,du=REL_WHEEL:-1:150,dd=REL_WHEEL:1:150 \
--ui-buttonmap back=KEY_TAB,start=KEY_ESC \
-s --deadzone 6000 --dpad-as-button --trigger-as-button]]></programlisting>
</refsect2>
</refsect1>
<refsect1 >
<title > SDL Notes</title>
<para >
To let SDL know which axis act as a hat and which act as normal axis
you have to set an environment variable:
</para>
<programlisting > < ![CDATA[
% SDL_LINUX_JOYSTICK="'Xbox Gamepad (userspace driver)' 6 1 0"
% export SDL_LINUX_JOYSTICK]]></programlisting>
<para >
You might also need in addition use this (depends on the way SDL was compiled):
</para>
<programlisting > < ![CDATA[
% SDL_JOYSTICK_DEVICE="/dev/input/js0"
% export SDL_JOYSTICK_DEVICE]]></programlisting>
This will let the DPad act as Hat in SDL based application. For many
games the driver will work without this, but especially in Dosbox this
variable is very important.
If you use options in xboxdrv that change the number of axis you have
to adjust the variable accordingly, see:
<itemizedlist >
<listitem >
<ulink url= "ftp://ptah.lnf.kth.se/pub/misc/sdl-env-vars" > ftp://ptah.lnf.kth.se/pub/misc/sdl-env-vars</ulink>
</listitem>
</itemizedlist>
<variablelist >
<varlistentry >
<term > SDL_LINUX_JOYSTICK</term>
<listitem >
<para >
Special joystick configuration string for linux. The format is
<option > "name numaxes numhats numballs"</option>
where name is the name string of the joystick (possibly in single
quotes), and the rest are the number of axes, hats and balls
respectively.
</para>
</listitem>
</varlistentry>
<varlistentry >
<term > SDL_JOYSTICK_DEVICE</term>
<listitem >
<para >
Joystick device to use in the linux joystick driver, in addition to the usual: <filename > /dev/js*</filename> , <filename > /dev/input/event*</filename> , <filename > /dev/input/js*</filename>
</para>
</listitem>
</varlistentry>
</variablelist>
</refsect1>
<refsect1 >
<title > TROUBLESHOOTING</title>
<refsect2 >
<title > "No Xbox or Xbox360 controller found"</title>
<para >
This means that either your controller isn't plugged in or not
recognized by the driver. To fix this you need to know the idVendor
and the idProduct numbers, which you can find out via:
</para>
<programlisting > <![CDATA[% lsusb -v]]> </programlisting>
<para > Once done you can try to add them to the array:</para>
<programlisting > <![CDATA[XPadDevice xpad_devices[] = { ... }]]> </programlisting> in <filename > xpad_device.cpp</filename> .
<para >
If you have success with that, send a patch
to <email > grumbel@gmx.de</email> , if not, contact me too, I
might be able to provide additional help.
</para>
<para >
As an alternative you can also use the --device and --type option to
enforce a USB device as well as a controller type an bypass any auto
detection.
</para>
</refsect2>
<refsect2 >
<title > "Unknown data: bytes: 3 Data: ..."</title>
<para >
This means that your controller is sending data that isn't understood
by the driver. If your controller still works, you can just ignore it,
the Xbox360 controller seems to send out useless data every now and
then. If your controller does not work and you get plenty of those
lines when you move the sticks or press buttons it means that your
controller talks an un-understood protocol and some reverse
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enginiering is required. Contact <email > grumbel@gmx.de</email> and include the output
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of:
</para>
<programlisting > <![CDATA[% lsusb -v]]> </programlisting>
<para > Along with all the "Unknown data" lines you get. </para>
</refsect2>
<refsect2 >
<title > Program starts and then just does nothing</title>
<para >
This is what the program is supposed to do. After you started it, it
will give you basically two devices, a new /dev/input/eventX and a
/dev/input/jsX. You can access and test your controller with jstest
and evtest applications (available from your distribution or in the
tools/ subdirectory). Or in case you want just see if your driver is
working correctly you can pass the -v option:
</para>
<programlisting > <![CDATA[% ./xboxdrv -v]]> </programlisting>
<para >
This will cause the driver to output all the events that it received
from the controller.
</para>
</refsect2>
<refsect2 >
<title > "Error: No stuitable uinput device found"</title>
<para >
Make sure that uinput and joydev kernel modules are loaded. Make sure
that you have a /dev/input/uinput, /dev/uinput or /dev/misc/uinput and
permissions to access it.
</para>
<para >
Before reporting this as a bug make sure you have tested if the driver
itself works with:
</para>
<programlisting > <![CDATA[% ./xboxdrv --no-uinput -v]]> </programlisting>
</refsect2>
<refsect2 >
<title > The wireless controller doesn't work</title>
<para >
You have to sync the controller befor it can be used, restart of the
driver isn't needed and the driver should let you now when it recieves
a connection after you sync the controller.
</para>
</refsect2>
</refsect1>
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<refsect1 >
<title > Force Feedback Programming</title>
<para >
For documentation on the FF interface see:
</para>
<itemizedlist >
<listitem > <ulink url= "http://github.com/github/linux-2.6/blob/f3b8436ad9a8ad36b3c9fa1fe030c7f38e5d3d0b/Documentation/input/ff.txt" > http://github.com/github/linux-2.6/blob/f3b8436ad9a8ad36b3c9fa1fe030c7f38e5d3d0b/Documentation/input/ff.txt</ulink> </listitem>
<listitem > <filename > /usr/include/linux/input.h</filename> </listitem>
</itemizedlist>
<para >
Additional, non Linux related, force feedback related
information can be found at:
</para>
<itemizedlist >
<listitem > <ulink url= "http://www.immersion.com/developer/downloads/ImmFundamentals/HTML/" > </ulink> </listitem>
<listitem > <ulink url= "http://msdn.microsoft.com/en-us/library/bb219655(VS.85).aspx" > </ulink> </listitem>
</itemizedlist>
<para > <command > fftest</command> is an application you can use to test the force feedback
interface.</para>
<para > Force feedback is disabed by default since it seems to causes trouble
in certain application, namely "Tomb Raider: Legend" when run in Wine
it crashes at startup when rumble is enabled, while it works perfectly
normal when rumble is disabled.</para>
<para > "Tomb Raider: Anniversary" running in Wine seems to work together with
xboxdrv and rumble, but hasn't been intensivly tested.</para>
</refsect1>
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<refsect1 >
<title > BUGS</title>
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<para >
X11 keysyms might not work correctly in <option > --ui-buttonmap a=XK_Foobar</option>
when Foobar is mapped to multiple keycodes in the keymap.
</para>
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<para > Workaround: Use <keysym > KEY_</keysym> instead or cleanup your keymap</para>
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<para >
Force feedback support is brittle, if you Ctrl-c the driver in the
wrong moment you will end up with a dead uninterruptable process and
basically have to reboot. This looks like it might be a kernel issue
and not a xboxdrv one.
</para>
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<para >
Workaround: Kill the app that uses xboxdrv before xboxdrv itself.
</para>
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<para >
Report new bugs to Ingo Ruhnke <email > grumbel@gmx.de</email> .
</para>
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</refsect1>
<refsect1 >
<title > Copyright</title>
<para >
Copyright © 2010 Ingo Ruhnke <email > grumbel@gmx.de</email>
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License GPLv3+: GNU GPL version 3 or later
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<ulink url= "http://gnu.org/licenses/gpl.html" /> . This is free software: you
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are free to change and redistribute it. There is NO WARRANTY,
to the extent permitted by law.
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</para>
</refsect1>
<refsect1 >
<title > See also</title>
<para >
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xboxdrv-daemon(1), evtest(1), jstest(1), xev(1), fftest(1), lsusb(1)
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</para>
</refsect1>
</refentry>