Commit f8639952 authored by Mauro Carvalho Chehab's avatar Mauro Carvalho Chehab Committed by Dmitry Torokhov

Input: iforce - convert documentation into ReST format

This file seems to be using some other markup language, (maybe mediawiki?).
Manually convert it to ReST markup, with is the one we're using along the
Kernel documentaiton.
Signed-off-by: default avatarMauro Carvalho Chehab <mchehab@s-opensource.com>
Signed-off-by: default avatarDmitry Torokhov <dmitry.torokhov@gmail.com>
parent 01191849
** Introduction ===============
Iforce Protocol
===============
:Author: Johann Deneux <johann.deneux@gmail.com>
Home page at `<http://web.archive.org/web/*/http://www.esil.univ-mrs.fr>`_
:Additions: by Vojtech Pavlik.
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
...@@ -6,58 +19,83 @@ document. This document is intended to help understanding the protocol. ...@@ -6,58 +19,83 @@ 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: johann.deneux@gmail.com send an email to: johann.deneux@gmail.com
** WARNING ** .. warning::
I shall not be held responsible for any damage or harm caused if you try to
send data to your I-Force device based on what you read in this document. I shall not be held responsible for any damage or harm caused if you try to
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 == ====
data corruption is handled or unsignificant.
The 2B, LEN and CS fields have disappeared, probably because USB handles
frames and 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
LEN= Varies from device to device OP= 01 for a joystick, 03 for a wheel
00 X-Axis lsb LEN= Varies from device to device
01 X-Axis msb 00 X-Axis lsb
02 Y-Axis lsb, or gas pedal for a wheel 01 X-Axis msb
03 Y-Axis msb, or brake pedal for a wheel 02 Y-Axis lsb, or gas pedal for a wheel
04 Throttle 03 Y-Axis msb, or brake pedal for a wheel
05 Buttons 04 Throttle
06 Lower 4 bits: Buttons 05 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 =====================
LEN= Varies
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.
02 ?? OP= 02
03 Address of parameter block changed (lsb) LEN= Varies
04 Address of parameter block changed (msb) 00 ? Bit 1 (Value 2) is the value of the deadman switch
05 Address of second parameter block changed (lsb) 01 Bit 8 is set if the effect is playing. Bits 0 to 7 are the effect id.
... depending on the number of parameter blocks updated 02 ??
03 Address of parameter block changed (lsb)
** Force effect ** 04 Address of parameter block changed (msb)
OP= 01 05 Address of second parameter block changed (lsb)
LEN= 0e ... depending on the number of parameter blocks updated
00 Channel (when playing several effects at the same time, each must be assigned a channel)
01 Wave form Force effect
------------
::
OP= 01
LEN= 0e
00 Channel (when playing several effects at the same time, each must
be assigned a channel)
01 Wave form
Val 00 Constant Val 00 Constant
Val 20 Square Val 20 Square
Val 21 Triangle Val 21 Triangle
...@@ -65,10 +103,11 @@ LEN= 0e ...@@ -65,10 +103,11 @@ LEN= 0e
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
...@@ -77,128 +116,203 @@ LEN= 0e ...@@ -77,128 +116,203 @@ LEN= 0e
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,
0a-0b Address of interactive parameters for Y-axis, or ffff if not applicable or ffff if not applicable
0a-0b Address of interactive parameters for Y-axis,
0c-0d Delay before execution of effect (little endian encoding, in ms) or ffff if not applicable
0c-0d Delay before execution of effect (little endian encoding, in ms)
** Time based parameters **
*** Attack and fade *** Time based parameters
OP= 02 ---------------------
LEN= 08
00-01 Address where to store the parameters Attack and fade
02-03 Duration of attack (little endian encoding, in ms) ^^^^^^^^^^^^^^^
04 Level at end of attack. Signed byte.
05-06 Duration of fade. ::
07 Level at end of fade.
OP= 02
*** Magnitude *** LEN= 08
OP= 03 00-01 Address where to store the parameters
LEN= 03 02-03 Duration of attack (little endian encoding, in ms)
00-01 Address 04 Level at end of attack. Signed byte.
02 Level. Signed byte. 05-06 Duration of fade.
07 Level at end of fade.
*** Periodicity ***
OP= 04 Magnitude
LEN= 07 ^^^^^^^^^
00-01 Address
02 Magnitude. Signed byte. ::
03 Offset. Signed byte.
04 Phase. Val 00 = 0 deg, Val 40 = 90 degs. OP= 03
05-06 Period (little endian encoding, in ms) LEN= 03
00-01 Address
** Interactive parameters ** 02 Level. Signed byte.
OP= 05
LEN= 0a Periodicity
00-01 Address ^^^^^^^^^^^
02 Positive Coeff
03 Negative Coeff ::
04+05 Offset (center)
06+07 Dead band (Val 01F4 = 5000 (decimal)) OP= 04
08 Positive saturation (Val 0a = 1000 (decimal) Val 64 = 10000 (decimal)) LEN= 07
09 Negative saturation 00-01 Address
02 Magnitude. Signed byte.
03 Offset. Signed byte.
04 Phase. Val 00 = 0 deg, Val 40 = 90 degs.
05-06 Period (little endian encoding, in ms)
Interactive parameters
----------------------
::
OP= 05
LEN= 0a
00-01 Address
02 Positive Coeff
03 Negative Coeff
04+05 Offset (center)
06+07 Dead band (Val 01F4 = 5000 (decimal))
08 Positive saturation (Val 0a = 1000 (decimal) Val 64 = 10000 (decimal))
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 --------
LEN= 03
00 Channel ::
01 Start/Stop
OP= 41
LEN= 03
00 Channel
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 responses are of the same form:
responses 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 = 42 ('B'uffer size)
**** Query ram size ****
QUERY = 42 ('B'uffer size)
The device should reply with the same packet plus two additional bytes The device should reply with the same packet plus two additional 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
~~~~~~~~~~~
.. note::
Device dependent, can be different on different models!
**** Set Control **** ::
!!! 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)
...@@ -206,33 +320,44 @@ LEN= 2 or 3 ...@@ -206,33 +320,44 @@ LEN= 2 or 3
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> ~~~~~~~~~~~~~~~~
LEN= 1
00 State ::
OP= 42 <val>
LEN= 1
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
OP= 43 <val> ~~~~~~~~~~~
LEN= 1
00 Gain ::
OP= 43 <val>
LEN= 1
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 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: use Immersion Studio (freely available at their web site in the developer section:
...@@ -246,13 +371,11 @@ At first glance, this software seems, hum, well... buggy. In fact, data appear w ...@@ -246,13 +371,11 @@ At first glance, this software seems, hum, well... buggy. In fact, data appear w
few seconds latency. Personally, I restart it every time I play an effect. few seconds latency. Personally, 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. ====
** Author of this document ** Check http://www.immerse.com for Immersion Studio,
Johann Deneux <johann.deneux@gmail.com> and http://www.fcoder.com for ComPortSpy.
Home page at http://web.archive.org/web/*/http://www.esil.univ-mrs.fr
Additions by Vojtech Pavlik.
I-Force is trademark of Immersion Corp. I-Force is trademark of Immersion Corp.
Markdown is supported
0%
or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment