Jeffrey H. Ingber
Thu, 14 Dec 2000 17:37:04 -0800
One more item that may be noteworthy: If you're trying to configure a USB joystick under a late development kernel (assuming Linux), you must make sure that the sockets exist and are in the correct location for the new USB implementation (they have moved to support the new input code). I will assume that the joystick and USB stack are configured and known good: You shoud *remove* /dev/jsx entries and re-create them under /dev/input/jsx as follows: mkdir /dev/input (assuming it is non-existant) mknod /dev/input/js0 c 13 0 mknod /dev/input/js1 c 13 1, etc. Now, symlink /dev/jsx to /dev/input/jsx. Configuring XMAME as outlined below for joystick support. You can now use your USB/HID joystick with XMAME. This is of course, not the most elegant solution, but it will allow software that assumes the old joystick interface to use the new input method. Ideally, the program should check for joytsticks under /dev/input/jsx first; if that fails, /dev/jsx should be assumed. Jeffrey H. Ingber ([EMAIL PROTECTED]) theGREENzebra wrote: >> I'm trying to configure a Joystick for use in X-Mame but I have not sucess >> on it, if any one can point me to a HowTo or FAQ or any other documentation >> on how to setup a Joystick as XInput device I'll apreciate. > > > Nazghul, what kind of joystick are you trying to use, and on what kind of > system (OS, architecture..)? > > The easiest way (IMHO) to get joystick support working in xmame on an x86 > linux system (just a shot in the dark if this is your system, but it might > help) in fairly simplistic terms (forgive me if I oversimplify): > > 1. Compile kernel modules for your joystick. This may require recompiling of > the kernel, and depending on the kind of pad or gamestick (or, more > specifically, how often you switch what kind of pad or stick you're using), > you may want to just compile joystick support right into the kernel. It's > possible your distribution has a few precompiled joystick drivers that you > can try and use without recompiling anything. > > 2. If you make modules and don't compile the joystick driver right into your > kernel, use your init scripts to load your joystick modules, or just make > sure the modules are loaded before you start playing. On my system I added > the following lines to rc.local, although they could just be entered at a > command-line: > > insmod /lib/modules/2.2.17/misc/joystick.o > insmod /lib/modules/2.2.17/misc/joy-sidewinder.o > > Since sidewinders are popular gamesticks/pads (for once Microsoft got > something right), I will warn about one thing: If you have multiple pads > (you can chain at least 4 off the joystick port) the sidewinder driver is > broken and you'll need to patch it. Otherwise your games will segfault and > worse, the stick/pad won't work. Keep in mind that if you only have one pad, > you're fine. > > 3. Edit the makefile and uncomment JOY_I386=1 , as well as any other > modifications you need to make for your PC. Since JOY_X11 is rumored to be > broken, I've never used it. You don't really need X to see your joystick for > it to work in most games. Now [re]compile xmame. > > 4. When starting xmame, add the commandline option of: -jt 4 > to your string of options in your frontend, mame script, or whatever you > happen to use. you needn't specify a joystick to xmame, because it reads the > settings straight from the kernel driver and uses those. > > 5. Play game. Play another. And another... > > 6. If you're nitpicky, unload the module afterwards (reverse-order) using > rmmod. Example: > > rmmod joy-sidewinder > rmmod joystick > > OR, if you want to switch joysticks to, say, a wingman warrior: > > rmmod joy-sidewinder > insmod /lib/modules/2.2.17/misc/joy-warrior.o > > .......and then play some more...... > > Let me know if you need further assistance. > > Hope I've helped! > Brendan > --------------------------------------------------------------------------- Send administrative requests to [EMAIL PROTECTED]