21.2 Gameport Interface
A standard PC gameport is actually a simple
general-purpose analog data-acquisition port that supports four
simple switched inputs and four variable-voltage inputs. A game
controller connected to this interface uses one or more of the
switched inputs to support buttons and one or more of the variable
inputs to support a joystick, steering wheel, or similar device.
A
paddle
(originally used for Pong) is the simplest game controller. It uses
only one switched input for a button and one variable input for a
knob that controls movement in one direction. Accordingly, a gameport
can support up to four paddles. A
joystick
uses one or two switched inputs for buttons and two variable inputs
for a central stick that controls movement in both the horizontal
(x-axis) and vertical (y-axis) directions. Accordingly, a gameport
can support one or two joysticks. More complex game controllers use
more of the switched inputs for additional buttons, and more of the
variable inputs to control a third (z-axis) direction or for other
purposes. This means that a gameport can support only one such
controller.
Gameports do not require an IRQ, a DMA channel, or mapped memory, and
occupy only one I/O base address. The downside of this small resource
footprint is that gameports are not interrupt-driven, so the CPU must
constantly poll the gameport to detect when a button is pressed or a
stick is moved. Polling can require as much as 10% of the CPU, which
degrades performance when you least want the performance hit—as
you're playing a shoot-'em-up or
trying to land a crippled fighter. The gameport
connector
on the PC is a DB-15F, shown in Figure 21-1.
Table 21-1 describes the gameport interface and
pinouts. On MIDI-capable gameports (usually those on sound cards),
pin 12 is MIDI data out and pin 15 is MIDI data in.
Table 21-1. Gameport interface signals and pinouts
|
1
|
+5VDC
|
Joystick 1 power
|
Paddle A coordinate high
|
Out
|
|
2
|
Button 4
|
Joystick 1 button 1
|
Paddle A button high
|
In
|
|
3
|
Position 0
|
Joystick 1 x-coordinate
|
Paddle A coordinate wiper
|
In
|
|
4
|
Ground
|
Joystick 1 button 1 ground
|
Paddle A button ground
|
-
|
|
5
|
Ground
|
Joystick 1 button 2 ground
|
Paddle B button ground
|
-
|
|
6
|
Position 1
|
Joystick 1 y-coordinate
|
Paddle B coordinate wiper
|
In
|
|
7
|
Button 5
|
Joystick 1 button 2
|
Paddle B button high
|
In
|
|
8
|
+5VDC
|
(unused)
|
Paddle B coordinate high
|
Out
|
|
9
|
+5VDC
|
Joystick 2 power
|
Paddle C coordinate high
|
Out
|
|
10
|
Button 6
|
Joystick 2 button 1
|
Paddle C button high
|
In
|
|
11
|
Position 2
|
Joystick 2 x-coordinate
|
Paddle C coordinate wiper
|
In
|
|
12
|
Ground
|
Joystick 2 button 1/2 ground
|
Paddle C/D button return
|
-
|
|
13
|
Position 3
|
Joystick 2 y-coordinate
|
Paddle D coordinate wiper
|
In
|
|
14
|
Button 7
|
Joystick 2 button 2
|
Paddle D button high
|
In
|
|
15
|
+5VDC
|
(unused)
|
Paddle D coordinate high
|
Out
|
 |
There are two types of gameport, single- and dual-port. Table 21-1 describes the dual-port type. The single-port
type uses the same connector, but does not support the Joystick 2
functions. In short, rather than supporting four switched inputs and
four variable inputs, a single-port gameport supports only two of
each, and can therefore support only one two-button, two-axis game
controller. All current sound cards and most older sound cards
provide dual-port gameports. Only a few very old models are
single-port devices.
|
|
Joystick coordinate signals are analog
inputs. Pins 3 and 6 report the x- and y-coordinates, respectively,
for Joystick 1. Pins 11 and 13 do the same for Joystick 2. Moving the
joystick alters the position of the slider on a 0 to 100
k potentiometer, altering resistance, which in turn
alters the voltage present on the pin. The gameport periodically
samples the voltage on each coordinate pin using a monostable
multivibrator. The gameport uses base address of 201h. Writing to
that address resets the monostable multivibrators and begins position
measurement. Each byte subsequently read from 201h reports the status
of the coordinate and button pins, as shown in Table 21-2.
Table 21-2. Gameport 201h bytes
|
1
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
Joystick 2, button 2 (0=closed, 1=open)
|
14
|
|
0
|
1
|
0
|
0
|
0
|
0
|
0
|
0
|
Joystick 2, button 1 (0=closed, 1=open)
|
10
|
|
0
|
0
|
1
|
0
|
0
|
0
|
0
|
0
|
Joystick 1, button 2 (0=closed, 1=open)
|
7
|
|
0
|
0
|
0
|
1
|
0
|
0
|
0
|
0
|
Joystick 1, button 1 (0=closed, 1=open)
|
2
|
|
0
|
0
|
0
|
0
|
1
|
0
|
0
|
0
|
Joystick 2, y-coordinate (0=timed-out, 1=timing)
|
13
|
|
0
|
0
|
0
|
0
|
0
|
1
|
0
|
0
|
Joystick 2, x-coordinate (0=timed-out, 1=timing)
|
11
|
|
0
|
0
|
0
|
0
|
0
|
0
|
1
|
0
|
Joystick 1, y-coordinate (0=timed-out, 1=timing)
|
6
|
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
1
|
Joystick 1, x-coordinate (0=timed-out, 1=timing)
|
3
|
Most game controllers introduced since mid-1999 use USB instead of or
in addition to the legacy gameport interface. Because USB is a
general-purpose digital interface, game controller designers can
implement whatever custom functions they wish in the controller
hardware and define support for those functions in the driver.
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