Linux-2.6.12-rc2

Initial git repository build. I'm not bothering with the full history,
even though we have it. We can create a separate "historical" git
archive of that later if we want to, and in the meantime it's about
3.2GB when imported into git - space that would just make the early
git days unnecessarily complicated, when we don't have a lot of good
infrastructure for it.

Let it rip!
diff --git a/Documentation/input/joystick-parport.txt b/Documentation/input/joystick-parport.txt
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+		    Linux Joystick parport drivers v2.0
+	       (c) 1998-2000 Vojtech Pavlik <vojtech@ucw.cz>
+	       (c) 1998 Andree Borrmann <a.borrmann@tu-bs.de>
+			     Sponsored by SuSE
+	$Id: joystick-parport.txt,v 1.6 2001/09/25 09:31:32 vojtech Exp $
+----------------------------------------------------------------------------
+
+0. Disclaimer
+~~~~~~~~~~~~~
+  Any information in this file is provided as-is, without any guarantee that
+it will be true. So, use it at your own risk. The possible damages that can
+happen include burning your parallel port, and/or the sticks and joystick
+and maybe even more. Like when a lightning kills you it is not our problem.
+
+1. Intro
+~~~~~~~~
+  The joystick parport drivers are used for joysticks and gamepads not
+originally designed for PCs and other computers Linux runs on. Because of
+that, PCs usually lack the right ports to connect these devices to. Parallel
+port, because of its ability to change single bits at will, and providing
+both output and input bits is the most suitable port on the PC for
+connecting such devices.
+
+2. Devices supported
+~~~~~~~~~~~~~~~~~~~~
+  Many console and 8-bit computer gamepads and joysticks are supported. The
+following subsections discuss usage of each.
+
+2.1 NES and SNES
+~~~~~~~~~~~~~~~~
+  The Nintendo Entertainment System and Super Nintendo Entertainment System
+gamepads are widely available, and easy to get. Also, they are quite easy to
+connect to a PC, and don't need much processing speed (108 us for NES and
+165 us for SNES, compared to about 1000 us for PC gamepads) to communicate
+with them.
+
+  All NES and SNES use the same synchronous serial protocol, clocked from
+the computer's side (and thus timing insensitive). To allow up to 5 NES
+and/or SNES gamepads connected to the parallel port at once, the output
+lines of the parallel port are shared, while one of 5 available input lines
+is assigned to each gamepad.
+
+  This protocol is handled by the gamecon.c driver, so that's the one
+you'll use for NES and SNES gamepads.
+
+  The main problem with PC parallel ports is that they don't have +5V power
+source on any of their pins. So, if you want a reliable source of power
+for your pads, use either keyboard or joystick port, and make a pass-through
+cable. You can also pull the power directly from the power supply (the red
+wire is +5V).
+
+  If you want to use the parallel port only, you can take the power is from
+some data pin. For most gamepad and parport implementations only one pin is
+needed, and I'd recommend pin 9 for that, the highest data bit. On the other
+hand, if you are not planning to use anything else than NES / SNES on the
+port, anything between and including pin 4 and pin 9 will work.
+
+(pin 9) -----> Power
+
+  Unfortunately, there are pads that need a lot more of power, and parallel
+ports that can't give much current through the data pins. If this is your
+case, you'll need to use diodes (as a prevention of destroying your parallel
+port), and combine the currents of two or more data bits together.
+
+	   Diodes
+(pin 9) ----|>|-------+------> Power
+		      |
+(pin 8) ----|>|-------+
+		      |
+(pin 7) ----|>|-------+
+		      |
+ <and so on>          :
+		      |
+(pin 4) ----|>|-------+
+
+  Ground is quite easy. On PC's parallel port the ground is on any of the
+pins from pin 18 to pin 25. So use any pin of these you like for the ground.
+
+(pin 18) -----> Ground
+
+  NES and SNES pads have two input bits, Clock and Latch, which drive the
+serial transfer. These are connected to pins 2 and 3 of the parallel port,
+respectively.
+
+(pin 2) -----> Clock
+(pin 3) -----> Latch
+
+  And the last thing is the NES / SNES data wire. Only that isn't shared and
+each pad needs its own data pin. The parallel port pins are:
+
+(pin 10) -----> Pad 1 data
+(pin 11) -----> Pad 2 data
+(pin 12) -----> Pad 3 data
+(pin 13) -----> Pad 4 data
+(pin 15) -----> Pad 5 data
+
+  Note that pin 14 is not used, since it is not an input pin on the parallel
+port.
+
+  This is everything you need on the PC's side of the connection, now on to
+the gamepads side. The NES and SNES have different connectors. Also, there
+are quite a lot of NES clones, and because Nintendo used proprietary
+connectors for their machines, the cloners couldn't and used standard D-Cannon
+connectors. Anyway, if you've got a gamepad, and it has buttons A, B, Turbo
+A, Turbo B, Select and Start, and is connected through 5 wires, then it is
+either a NES or NES clone and will work with this connection. SNES gamepads
+also use 5 wires, but have more buttons. They will work as well, of course.
+
+Pinout for NES gamepads                 Pinout for SNES gamepads
+
+	   +----> Power                   +-----------------------\
+	   |                            7 | o  o  o  o |  x  x  o  | 1
+ 5 +---------+  7                         +-----------------------/
+   | x  x  o   \                            |  |  |  |          |
+   | o  o  o  o |                           |  |  |  |          +-> Ground
+ 4 +------------+ 1                         |  |  |  +------------> Data
+     |  |  |  |                             |  |  +---------------> Latch
+     |  |  |  +-> Ground                    |  +------------------> Clock
+     |  |  +----> Clock                     +---------------------> Power
+     |  +-------> Latch
+     +----------> Data
+
+Pinout for NES clone (db9) gamepads     Pinout for NES clone (db15) gamepads
+
+	+---------> Clock                    +-----------------> Data
+	| +-------> Latch                    |             +---> Ground
+	| | +-----> Data                     |             |
+	| | |                              ___________________
+    _____________                        8 \ o x x x x x x o / 1
+  5 \ x o o o x / 1                         \ o x x o x x o /
+     \ x o x o /                          15 `~~~~~~~~~~~~~' 9
+    9 `~~~~~~~' 6                             |     |     |
+	 |   |                                |     |     +----> Clock
+	 |   +----> Power                     |     +----------> Latch
+	 +--------> Ground                    +----------------> Power
+
+2.2 Multisystem joysticks
+~~~~~~~~~~~~~~~~~~~~~~~~~
+  In the era of 8-bit machines, there was something like de-facto standard
+for joystick ports. They were all digital, and all used D-Cannon 9 pin
+connectors (db9). Because of that, a single joystick could be used without
+hassle on Atari (130, 800XE, 800XL, 2600, 7200), Amiga, Commodore C64,
+Amstrad CPC, Sinclair ZX Spectrum and many other machines. That's why these
+joysticks are called "Multisystem".
+
+  Now their pinout:
+
+      +---------> Right
+      | +-------> Left
+      | | +-----> Down
+      | | | +---> Up
+      | | | |
+  _____________
+5 \ x o o o o / 1
+   \ x o x o /
+  9 `~~~~~~~' 6
+       |   |
+       |   +----> Button
+       +--------> Ground
+
+  However, as time passed, extensions to this standard developed, and these
+were not compatible with each other:
+
+
+	Atari 130, 800/XL/XE		   MSX
+
+					 +-----------> Power
+      +---------> Right                  | +---------> Right
+      | +-------> Left                   | | +-------> Left
+      | | +-----> Down                   | | | +-----> Down
+      | | | +---> Up                     | | | | +---> Up
+      | | | |                            | | | | |
+  _____________                        _____________
+5 \ x o o o o / 1                    5 \ o o o o o / 1
+   \ x o o o /                          \ o o o o /
+  9 `~~~~~~~' 6                        9 `~~~~~~~' 6
+       | | |                              | | | |
+       | | +----> Button                  | | | +----> Button 1
+       | +------> Power                   | | +------> Button 2
+       +--------> Ground                  | +--------> Output 3
+					  +----------> Ground
+
+	Amstrad CPC			   Commodore C64
+
+					 +-----------> Analog Y
+      +---------> Right                  | +---------> Right
+      | +-------> Left                   | | +-------> Left
+      | | +-----> Down                   | | | +-----> Down
+      | | | +---> Up                     | | | | +---> Up
+      | | | |                            | | | | |
+  _____________                        _____________
+5 \ x o o o o / 1                    5 \ o o o o o / 1
+   \ x o o o /                          \ o o o o /
+  9 `~~~~~~~' 6                        9 `~~~~~~~' 6
+       | | |                              | | | |
+       | | +----> Button 1                | | | +----> Button
+       | +------> Button 2                | | +------> Power
+       +--------> Ground                  | +--------> Ground
+					  +----------> Analog X
+
+	Sinclair Spectrum +2A/+3           Amiga 1200
+                                     
+    +-----------> Up                     +-----------> Button 3
+    | +---------> Fire                   | +---------> Right
+    | |                                  | | +-------> Left
+    | |   +-----> Ground                 | | | +-----> Down
+    | |   |                              | | | | +---> Up
+    | |   |                              | | | | |
+  _____________                        _____________
+5 \ o o x o x / 1                    5 \ o o o o o / 1
+   \ o o o o /                          \ o o o o /
+  9 `~~~~~~~' 6                        9 `~~~~~~~' 6
+     | | | |                              | | | |
+     | | | +----> Right                   | | | +----> Button 1
+     | | +------> Left                    | | +------> Power
+     | +--------> Ground                  | +--------> Ground
+     +----------> Down                    +----------> Button 2
+
+  And there were many others.
+
+2.2.1 Multisystem joysticks using db9.c
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+  For the Multisystem joysticks, and their derivatives, the db9.c driver
+was written. It allows only one joystick / gamepad per parallel port, but
+the interface is easy to build and works with almost anything.
+
+  For the basic 1-button Multisystem joystick you connect its wires to the
+parallel port like this:
+
+(pin  1) -----> Power
+(pin 18) -----> Ground
+
+(pin  2) -----> Up
+(pin  3) -----> Down
+(pin  4) -----> Left
+(pin  5) -----> Right
+(pin  6) -----> Button 1
+
+  However, if the joystick is switch based (eg. clicks when you move it),
+you might or might not, depending on your parallel port, need 10 kOhm pullup
+resistors on each of the direction and button signals, like this:
+
+(pin 2) ------------+------> Up
+	  Resistor  |
+(pin 1) --[10kOhm]--+
+
+  Try without, and if it doesn't work, add them. For TTL based joysticks /
+gamepads the pullups are not needed.
+
+  For joysticks with two buttons you connect the second button to pin 7 on
+the parallel port.
+
+(pin 7) -----> Button 2
+
+  And that's it.
+
+  On a side note, if you have already built a different adapter for use with
+the digital joystick driver 0.8.0.2, this is also supported by the db9.c
+driver, as device type 8. (See section 3.2)
+
+2.2.2 Multisystem joysticks using gamecon.c
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+  For some people just one joystick per parallel port is not enough, and/or
+want to use them on one parallel port together with NES/SNES/PSX pads. This is
+possible using the gamecon.c. It supports up to 5 devices of the above types,
+including 1 and 2 buttons Multisystem joysticks.
+
+  However, there is nothing for free. To allow more sticks to be used at
+once, you need the sticks to be purely switch based (that is non-TTL), and
+not to need power. Just a plain simple six switches inside. If your
+joystick can do more (eg. turbofire) you'll need to disable it totally first
+if you want to use gamecon.c.
+
+  Also, the connection is a bit more complex. You'll need a bunch of diodes,
+and one pullup resistor. First, you connect the Directions and the button
+the same as for db9, however with the diodes inbetween.
+
+	    Diodes
+(pin 2) -----|<|----> Up
+(pin 3) -----|<|----> Down
+(pin 4) -----|<|----> Left
+(pin 5) -----|<|----> Right
+(pin 6) -----|<|----> Button 1
+
+  For two button sticks you also connect the other button.
+
+(pin 7) -----|<|----> Button 2
+
+  And finally, you connect the Ground wire of the joystick, like done in
+this little schematic to Power and Data on the parallel port, as described
+for the NES / SNES pads in section 2.1 of this file - that is, one data pin
+for each joystick. The power source is shared.
+
+Data    ------------+-----> Ground
+	  Resistor  |
+Power   --[10kOhm]--+
+
+  And that's all, here we go!
+
+2.2.3 Multisystem joysticks using turbografx.c
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+  The TurboGraFX interface, designed by
+
+	Steffen Schwenke <schwenke@burg-halle.de>
+
+  allows up to 7 Multisystem joysticks connected to the parallel port. In
+Steffen's version, there is support for up to 5 buttons per joystick.  However,
+since this doesn't work reliably on all parallel ports, the turbografx.c driver
+supports only one button per joystick. For more information on how to build the
+interface, see
+
+	http://www2.burg-halle.de/~schwenke/parport.html
+
+2.3 Sony Playstation
+~~~~~~~~~~~~~~~~~~~~
+
+  The PSX controller is supported by the gamecon.c. Pinout of the PSX
+controller (compatible with DirectPadPro):
+
+  +---------+---------+---------+
+9 | o  o  o | o  o  o | o  o  o | 1               parallel
+   \________|_________|________/                  port pins
+    |  |      |  |  |   |
+    |  |      |  |  |   +-------->  Clock    ---  (4)
+    |  |      |  |  +------------>  Select   ---  (3)
+    |  |      |  +--------------->  Power    ---  (5-9)
+    |  |      +------------------>  Ground   ---  (18-25)
+    |  +------------------------->  Command  ---  (2)
+    +---------------------------->  Data     ---  (one of 10,11,12,13,15)
+
+  The driver supports these controllers:
+
+ * Standard PSX Pad
+ * NegCon PSX Pad
+ * Analog PSX Pad (red mode)
+ * Analog PSX Pad (green mode)
+ * PSX Rumble Pad
+ * PSX DDR Pad
+
+2.4 Sega
+~~~~~~~~
+  All the Sega controllers are more or less based on the standard 2-button
+Multisystem joystick. However, since they don't use switches and use TTL
+logic, the only driver usable with them is the db9.c driver.
+
+2.4.1 Sega Master System
+~~~~~~~~~~~~~~~~~~~~~~~~
+  The SMS gamepads are almost exactly the same as normal 2-button
+Multisystem joysticks. Set the driver to Multi2 mode, use the corresponding
+parallel port pins, and the following schematic:
+
+    +-----------> Power
+    | +---------> Right
+    | | +-------> Left
+    | | | +-----> Down
+    | | | | +---> Up
+    | | | | |
+  _____________
+5 \ o o o o o / 1
+   \ o o x o /
+  9 `~~~~~~~' 6
+     | |   |
+     | |   +----> Button 1
+     | +--------> Ground
+     +----------> Button 2
+
+2.4.2 Sega Genesis aka MegaDrive
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+  The Sega Genesis (in Europe sold as Sega MegaDrive) pads are an extension
+to the Sega Master System pads. They use more buttons (3+1, 5+1, 6+1).  Use
+the following schematic:
+
+    +-----------> Power
+    | +---------> Right
+    | | +-------> Left
+    | | | +-----> Down
+    | | | | +---> Up
+    | | | | |
+  _____________
+5 \ o o o o o / 1
+   \ o o o o /
+  9 `~~~~~~~' 6
+     | | | |
+     | | | +----> Button 1
+     | | +------> Select
+     | +--------> Ground
+     +----------> Button 2
+
+  The Select pin goes to pin 14 on the parallel port.
+
+(pin 14) -----> Select
+
+  The rest is the same as for Multi2 joysticks using db9.c
+
+2.4.3 Sega Saturn
+~~~~~~~~~~~~~~~~~
+  Sega Saturn has eight buttons, and to transfer that, without hacks like
+Genesis 6 pads use, it needs one more select pin. Anyway, it is still
+handled by the db9.c driver. Its pinout is very different from anything
+else.  Use this schematic:
+
+    +-----------> Select 1
+    | +---------> Power
+    | | +-------> Up
+    | | | +-----> Down
+    | | | | +---> Ground
+    | | | | |
+  _____________
+5 \ o o o o o / 1
+   \ o o o o /
+  9 `~~~~~~~' 6
+     | | | |
+     | | | +----> Select 2
+     | | +------> Right
+     | +--------> Left
+     +----------> Power
+
+  Select 1 is pin 14 on the parallel port, Select 2 is pin 16 on the
+parallel port.
+
+(pin 14) -----> Select 1
+(pin 16) -----> Select 2
+
+  The other pins (Up, Down, Right, Left, Power, Ground) are the same as for
+Multi joysticks using db9.c
+
+3. The drivers
+~~~~~~~~~~~~~~
+  There are three drivers for the parallel port interfaces. Each, as
+described above, allows to connect a different group of joysticks and pads.
+Here are described their command lines:
+
+3.1 gamecon.c
+~~~~~~~~~~~~~
+  Using gamecon.c you can connect up to five devices to one parallel port. It
+uses the following kernel/module command line:
+
+	gamecon.map=port,pad1,pad2,pad3,pad4,pad5
+
+  Where 'port' the number of the parport interface (eg. 0 for parport0).
+
+  And 'pad1' to 'pad5' are pad types connected to different data input pins
+(10,11,12,13,15), as described in section 2.1 of this file.
+
+  The types are:
+
+	Type | Joystick/Pad
+	--------------------
+	  0  | None
+	  1  | SNES pad
+	  2  | NES pad
+	  4  | Multisystem 1-button joystick
+	  5  | Multisystem 2-button joystick
+	  6  | N64 pad
+	  7  | Sony PSX controller
+	  8  | Sony PSX DDR controller
+
+  The exact type of the PSX controller type is autoprobed when used so
+hot swapping should work (but is not recomended).
+
+  Should you want to use more than one of parallel ports at once, you can use
+gamecon.map2 and gamecon.map3 as additional command line parameters for two
+more parallel ports.
+
+  There are two options specific to PSX driver portion.  gamecon.psx_delay sets
+the command delay when talking to the controllers. The default of 25 should
+work but you can try lowering it for better performace. If your pads don't
+respond try raising it untill they work. Setting the type to 8 allows the
+driver to be used with Dance Dance Revolution or similar games. Arrow keys are
+registered as key presses instead of X and Y axes.
+
+3.2 db9.c
+~~~~~~~~~
+  Apart from making an interface, there is nothing difficult on using the
+db9.c driver. It uses the following kernel/module command line:
+
+	db9.dev=port,type
+
+  Where 'port' is the number of the parport interface (eg. 0 for parport0).
+
+  Caveat here: This driver only works on bidirectional parallel ports. If
+your parallel port is recent enough, you should have no trouble with this.
+Old parallel ports may not have this feature.
+
+  'Type' is the type of joystick or pad attached:
+
+	Type | Joystick/Pad
+	--------------------
+	  0  | None
+	  1  | Multisystem 1-button joystick
+	  2  | Multisystem 2-button joystick
+	  3  | Genesis pad (3+1 buttons)
+	  5  | Genesis pad (5+1 buttons)
+	  6  | Genesis pad (6+2 buttons)
+	  7  | Saturn pad (8 buttons)
+	  8  | Multisystem 1-button joystick (v0.8.0.2 pin-out)
+	  9  | Two Multisystem 1-button joysticks (v0.8.0.2 pin-out) 
+	 10  | Amiga CD32 pad
+
+  Should you want to use more than one of these joysticks/pads at once, you
+can use db9.dev2 and db9.dev3 as additional command line parameters for two
+more joysticks/pads.
+
+3.3 turbografx.c
+~~~~~~~~~~~~~~~~
+  The turbografx.c driver uses a very simple kernel/module command line:
+
+	turbografx.map=port,js1,js2,js3,js4,js5,js6,js7
+
+  Where 'port' is the number of the parport interface (eg. 0 for parport0).
+
+  'jsX' is the number of buttons the Multisystem joysticks connected to the
+interface ports 1-7 have. For a standard multisystem joystick, this is 1.
+
+  Should you want to use more than one of these interfaces at once, you can
+use turbografx.map2 and turbografx.map3 as additional command line parameters
+for two more interfaces.
+
+3.4 PC parallel port pinout
+~~~~~~~~~~~~~~~~~~~~~~~~~~~
+		  .----------------------------------------.
+   At the PC:     \ 13 12 11 10  9  8  7  6  5  4  3  2  1 /
+                   \  25 24 23 22 21 20 19 18 17 16 15 14 /
+                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+	  Pin | Name    | Description
+	~~~~~~|~~~~~~~~~|~~~~~~~~~~
+	    1 | /STROBE | Strobe
+	  2-9 | D0-D7   | Data Bit 0-7
+	   10 | /ACK    | Acknowledge
+	   11 | BUSY    | Busy
+	   12 | PE      | Paper End
+	   13 | SELIN   | Select In
+	   14 | /AUTOFD | Autofeed
+	   15 | /ERROR  | Error
+	   16 | /INIT   | Initialize
+	   17 | /SEL    | Select
+	18-25 | GND     | Signal Ground
+
+3.5 End
+~~~~~~~
+  That's all, folks! Have fun!