linux/Documentation/input/joystick-parport.txt
<<
e="v3e="v3e=//spa6.3e=/spa6 class="lxr_search">e="ve="v3e="v3e="v3typ Searche="v3e=//spa6.3"v3< e=/input typ e"v3< < <1//a> Linux Joystick parport drivers.32.0 < <2//a> (c) 1998-2000 Vojtech Pavlik <vojtech@ucw.cz> < <3//a> (c) 1998 Andree Borrmann <a.borrmann@tu-bs.de> < <4//a> Sponsored by SuSE < <5//a>---------------------------------------------------------------------------- < <6//a>e< <7//a>0. Disclaimere< <8//a>~~~~~~~~~~~~~e< <9//a> Any informav2.6 in this file is provided as-is, without any guarantee thate< " a>it will be true. So, use it at your own risk. The possible damages that cane< 11//a>happe6 include burning your parallel port, and/or the sticks and joysticke< 12//a>and maybe eve6 more. Like whe6 a lightning kills you it is not our problem.e< 13//a>e< 14//a>1. Introe< 15//a>~~~~~~~~e< 16//a> The joystick parport drivers.are used for joysticks and gam pads note< 17//a>originally designed for PCs and other computers.Linux runs on. Because ofe< 18//a>that, PCs usually lack the right ports to connect these devices to. Parallele< 19//a>port, because of its ability to change single bits at will, and providing < 2 a>both output and input bits is the most suitable port on>the PC for < 21//a>connecting such devices.e< 22//a>e< 23//a>2. Devices supportede< 24//a>~~~~~~~~~~~~~~~~~~~~e< 25//a> Many console and 8-bit computer gam pads and joysticks.are supported. Thee< 26//a>following subsecv2.6s discuss usage of each.e< 27//a>e< 28//a>2.1 NES and SNESe< 29//a>~~~~~~~~~~~~~~~~ < 30//a> The Nintendo Entertainment System and Super Nintendo Entertainment System < 31//a>gam pads are widely available, and easy to get. Also, they are quite easy to < 32//a>connect to a PC, and don't need much processing speed (108 us for NES and < 33//a>165 us for SNES, compared to about 1000 us for PC gam pads) to communicatee< 34//a>with them.e< 35//a>e< 36//a> All NES and SNES use the sam synchronous serial protocol, clocked from < 37//a>the computer's side (and thus timing insensitive). To allow up to 5 NESe< 38//a>and/or SNES gam pads and/or SNES mice connected to the parallel port at once,e< 39//a>the output lines of the parallel port are shared, while one of 5 available < 4 a>input lines is assigned to each gam pad.e< 41//a>e< 42//a> This protocol is handled by the gam con.c driver, so that's the one < 43//a>you'll use for NES, SNES gam pads and SNES mice.e< 44//a>e< 45//a> The main problem with PC parallel ports is that they don't have +5V powere< 46//a>source on any of their pins. So, if you want a reliable source of powere< 47//a>for your pads, use either keyboard or joystick port, and make a pass-throughe< 48//a>cable. You can also pull the power directly from the power supply (the rede< 49//a>wire is +5V).e< 50//a>e< 51//a> If you want to use the parallel port only, you can take the power is from < 52//a>some data pin. For most gam pad and parport implementav2.6s only one pin is < 53//a>needed, and I'd recommend pin 9 for that, the highest data bit. On>the other < 54//a>hand, if you are not planning to use anything else than NES / SNES on>the < 55//a>port, anything betwee6 and including pin 4 and pin 9 will work.e< 56//a>e< 57//a>(pin 9) -----> Powere< 58//a>e< 59//a> Unfortunately, there are pads that need a lot more of power, and parallele< 60//a>ports that can't give much current through>the data pins. If this is youre< 61//a>case, you'll need to use diodes (as a preve6v2.6 of destroying your parallele< 62//a>port), and combine>the currents of two or more data bits together.e< 63//a>e< 64//a> Diodese< 65//a>(pin 9) ----|>|-------+------> Powere< 66//a> |e< 67//a>(pin 8) ----|>|-------+e< 68//a> |e< 69//a>(pin 7) ----|>|-------+e< 70//a> |e< 71//a> <and so on> :e< 72//a> |e< 73//a>(pin 4) ----|>|-------+e< 74//a>e< 75//a> Ground is quite easy. On>PC's parallel port the ground is on any of thee< 76//a>pins from pin 18 to pin 25. So use any pin of these you like for the ground.e< 77//a>e< 78//a>(pin 18) -----> Grounde< 79//a>e< 80//a> NES and SNES pads have two input bits, Clock and Latch, which drive thee< 81//a>serial transfer. These are connected to pins 2 and 3 of the parallel port,e< 82//a>respecv2vely.e< 83//a>e< 84//a>(pin 2) -----> Clocke< 85//a>(pin 3) -----> Latche< 86//a>e< 87//a> And the last thing is the NES / SNES data wire. Only that isn't shared and < 88//a>each pad needs its own data pin. The parallel port pins are:e< 89//a>e< 90//a>(pin 10) -----> Pad 1 datae< 91//a>(pin 11) -----> Pad 2 datae< 92//a>(pin 12) -----> Pad 3 datae< 93//a>(pin 13) -----> Pad 4 datae< 94//a>(pin 15) -----> Pad 5 datae< 95//a>e< 96//a> Note that pin 14 is not used, since it is not an input pin on the parallele< 97//a>port.e< 98//a>e< 99//a> This is everything you need on>the PC's side of the connection, now on>toe<100//a>the gam pads side. The NES and SNES have different connectors. Also, theree<101//a>are quite a lot of NES clones, and because Nintendo used proprietarye<102//a>connectors for their machines, the cloners couldn't and used standard D-Cannone<103//a>connectors. Anyway, if you've got a gam pad, and it has buttons A, B, Turboe<104//a>A, Turbo B, Select and Start, and is connected through>5 wires, then it ise<105//a>either a NES or NES clone and will work with this connection. SNES gam padse<106//a>also use 5 wires, but have more buttons. They will work as well, of course.e<107//a>e<108//a>Pinout for NES gam pads Pinout for SNES gam pads and micee<109//a>e<110//a> +----> Power +-----------------------\e<111//a> | 7 | o o o o | x x o | 1e<112//a> 5 +---------+ 7 +-----------------------/e<113//a> | x x o \ | | | | |e<114//a> | o o o o | | | | | +-> Grounde<115//a> 4 +------------+ 1 | | | +------------> Datae<116//a> | | | | | | +---------------> Latche<117//a> | | | +-> Ground | +------------------> Clocke<118//a> | | +----> Clock +---------------------> Powere<119//a> | +-------> Latche<120//a> +----------> Datae<121//a>e<122//a>Pinout for NES clone (db9) gam pads Pinout for NES clone (db15) gam padse<123//a>e<124//a> +---------> Clock +-----------------> Datae<125//a> | +-------> Latch | +---> Grounde<126//a> | | +-----> Data | |e<127//a> | | | ___________________e<128//a> _____________ 8 \ o x x x x x x o / 1e<129//a> 5 \ x o o o x / 1 \ o x x o x x o /e<130//a> \ x o x o / 15 `~~~~~~~~~~~~~' 9e<131//a> 9 `~~~~~~~' 6 | | |e<132//a> | | | | +----> Clocke<133//a> | +----> Power | +----------> Latche<134//a> +--------> Ground +----------------> Powere<135//a>e<136//a>2.2 Multisystem joystickse<137//a>~~~~~~~~~~~~~~~~~~~~~~~~~e<138//a> In>the era of 8-bit machines, there was something like de-facto standarde<139//a>for joystick ports. They were all digital, and all used D-Cannon 9 pine<14 a>connectors (db9). Because of that, a single joystick could be used withoute<141//a>hassle on Atari (130, 800XE, 800XL, 2600, 7200), Amiga, Commodore C64,e<142//a>Amstrad CPC, Sinclair ZX Specvrum and many other machines. That's why thesee<143//a>joysticks.are called "Multisystem".e<144//a>e<145//a> Now their pinout:e<146//a>e<147//a> +---------> Righte<148//a> | +-------> Lefte<149//a> | | +-----> Downe<150//a> | | | +---> Upe<151//a> | | | |e<152//a> _____________e<153//a>5 \ x o o o o / 1e<154//a> \ x o x o /e<155//a> 9 `~~~~~~~' 6e<156//a> | |e<157//a> | +----> Buttone<158//a> +--------> Grounde<159//a>e<160//a> However, as time passed, extensions to this standard developed, and thesee<161//a>were not compatible with each other:e<162//a>e<163//a>e<164//a> Atari 130, 800/XL/XE MSXe<165//a>e<166//a> +-----------> Powere<167//a> +---------> Right | +---------> Righte<168//a> | +-------> Left | | +-------> Lefte<169//a> | | +-----> Down | | | +-----> Downe<170//a> | | | +---> Up | | | | +---> Upe<171//a> | | | | | | | | |e<172//a> _____________ _____________e<173//a>5 \ x o o o o / 1 5 \ o o o o o / 1e<174//a> \ x o o o / \ o o o o /e<175//a> 9 `~~~~~~~' 6 9 `~~~~~~~' 6e<176//a> | | | | | | |e<177//a> | | +----> Button | | | +----> Button 1e<178//a> | +------> Power | | +------> Button 2e<179//a> +--------> Ground | +--------> Output 3e<180//a> +----------> Grounde<181//a>e<182//a> Amstrad CPC Commodore C64e<183//a>e<184//a> +-----------> Analog Ye<185//a> +---------> Right | +---------> Righte<186//a> | +-------> Left | | +-------> Lefte<187//a> | | +-----> Down | | | +-----> Downe<188//a> | | | +---> Up | | | | +---> Upe<189//a> | | | | | | | | |e<190//a> _____________ _____________e<191//a>5 \ x o o o o / 1 5 \ o o o o o / 1e<192//a> \ x o o o / \ o o o o /e<193//a> 9 `~~~~~~~' 6 9 `~~~~~~~' 6e<194//a> | | | | | | |e<195//a> | | +----> Button 1 | | | +----> Buttone<196//a> | +------> Button 2 | | +------> Powere<197//a> +--------> Ground | +--------> Grounde<198//a> +----------> Analog Xe<199//a>e<200//a> Sinclair Specvrum +2A/+3 Amiga<1200 <201//a> <202//a> +-----------> Up +-----------> Button 3e<203//a> | +---------> Fire | +---------> Righte<204//a> | | | | +-------> Lefte<205//a> | | +-----> Ground | | | +-----> Downe<206//a> | | | | | | | +---> Upe<207//a> | | | | | | | |e<208//a> _____________ _____________e<209//a>5 \ o o x o x / 1 5 \ o o o o o / 1e<210//a> \ o o o o / \ o o o o /e<211//a> 9 `~~~~~~~' 6 9 `~~~~~~~' 6e<212//a> | | | | | | | |e<213//a> | | | +----> Right | | | +----> Button 1e<214//a> | | +------> Left | | +------> Powere<215//a> | +--------> Ground | +--------> Grounde<216//a> +----------> Down +----------> Button 2e<217//a>e<218//a> And there were many others.e<219//a>e<220//a>2.2.1 Multisystem joysticks using db9.ce<221//a>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~e<222//a> For the Multisystem joysticks, and their derivav2ves, the db9.c drivere<223//a>was written. It allows only one joystick / gam pad per parallel port, bute<224//a>the interface is easy to build and works with almost anything.e<225//a>e<226//a> For the basic 1-button Multisystem joystick you connect its wires to thee<227//a>parallel port like this:e<228//a>e<229//a>(pin 1) -----> Powere<230//a>(pin 18) -----> Grounde<231//a>e<232//a>(pin 2) -----> Upe<233//a>(pin 3) -----> Downe<234//a>(pin 4) -----> Lefte<235//a>(pin 5) -----> Righte<236//a>(pin 6) -----> Button 1e<237//a>e<238//a> However, if the joystick is switch based (eg. clicks whe6 you move it),e<239//a>you might or might not, depending on your parallel port, need 10 kOhm pullupe<24 a>resistors on each of the directio6 and button signals, like this:e<241//a>e<242//a>(pin 2) ------------+------> Upe<243//a> Resistor |e<244//a>(pin 1) --[10kOhm]--+e<245//a>e<246//a> Try without, and if it doesn't work, add them. For TTL based joysticks /e<247//a>gam pads the pullups.are not needed.e<248//a>e<249//a> For joysticks with two buttons you connect the s cond button to pin 7 one<250//a>the parallel port.e<251//a>e<252//a>(pin 7) -----> Button 2e<253//a>e<254//a> And that's it.e<255//a>e<256//a> On a side note, if you have already built a different adapter for use withe<257//a>the digital joystick driver 0.8.0.2, this is also supported by the db9.ce<258//a>driver, as device type 8. (See s ctio6 3.2)e<259//a>e<260//a>2.2.2 Multisystem joysticks using gam con.ce<261//a>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~e<262//a> For some people just one joystick per parallel port is not enough, and/ore<263//a>want to use them on one parallel port together with NES/SNES/PSX pads. This ise<264//a>possible using the gam con.c. It supports up to 5 devices of the above types,e<265//a>including 1 and 2 buttons Multisystem joysticks.e<266//a>e<267//a> However, there is nothing for free. To allow more sticks to be used ate<268//a>once, you need the sticks to be purely switch based (that is non-TTL), ande<269//a>not to need power. Just a plain simple six switches inside. If youre<270//a>joystick can do more (eg. turbofire) you'll need to disable it totally firste<271//a>if you want to use gam con.c.e<272//a>e<273//a> Also, the connection is a bit more complex. You'll need a bunch of diodes,e<274//a>and one pullup resistor. First, you connect the Directio6s and the buttone<275//a>the sam as for db9, however with the diodes betwee6.e<276//a>e<277//a> Diodese<278//a>(pin 2) -----|<|----> Upe<279//a>(pin 3) -----|<|----> Downe<280//a>(pin 4) -----|<|----> Lefte<281//a>(pin 5) -----|<|----> Righte<282//a>(pin 6) -----|<|----> Button 1e<283//a>e<284//a> For two button sticks you also connect the other button.e<285//a>e<286//a>(pin 7) -----|<|----> Button 2e<287//a>e<288//a> And finally, you connect the Ground wire of the joystick, like done ine<289//a>this little schemav2c to Power and Data on the parallel port, as describede<290//a>for the NES / SNES pads in section 2.1 of this file - that is, one data pine<291//a>for each joystick. The power source is shared.e<292//a>e<293//a>Data ------------+-----> Grounde<294//a> Resistor |e<295//a>Power --[10kOhm]--+e<296//a>e<297//a> And that's all, here we go!e<298//a>e<299//a>2.2.3 Multisystem joysticks using turbografx.ce<300//a>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~e<301//a> The TurboGraFX interface, designed bye<302//a>e<303//a> Steffen Schwenke <schwenke@burg-halle.de>e<304//a>e<305//a> allows up to 7 Multisystem joysticks connected to the parallel port. Ine<306//a>Steffen's version, there is support for up to 5 buttons per joystick. However,e<307//a>since this doesn't work reliably on all parallel ports, the turbografx.c drivere<308//a>supports only one button per joystick. For more informav2.6 on how to build thee<309//a>interface, seee<310//a>e<311//a> http://www2.burg-halle.de/~schwenke/parport.html//a>e<312//a>e<313//a>2.3 Sony Playstav2.6e<314//a>~~~~~~~~~~~~~~~~~~~~e<315//a>e<316//a> The PSX controller is supported by the gam con.c. Pinout of the PSXe<317//a>controller (compatible with DirectPadPro):e<318//a>e<319//a> +---------+---------+---------+e<320//a>9 | o o o | o o o | o o o | 1 parallele<321//a> \________|_________|________/ port pinse<322//a> | | | | | |e<323//a> | | | | | +--------> Clock --- (4)e<324//a> | | | | +------------> Select --- (3)e<325//a> | | | +---------------> Power --- (5-9)e<326//a> | | +------------------> Ground --- (18-25)e<327//a> | +-------------------------> Command --- (2)e<328//a> +----------------------------> Data --- (one of 10,11,12,13,15)e<329//a>e<330//a> The driver supports these controllers:e<331//a>e<332//a> * Standard PSX Pade<333//a> * NegCon PSX Pade<334//a> * Analog PSX Pad (red mode)e<335//a> * Analog PSX Pad (green mode)e<336//a> * PSX Rumble Pade<337//a> * PSX DDR Pade<338//a>e<339//a>2.4 Segae<340//a>~~~~~~~~e<341//a> All the Sega controllers.are more or less based on the standard 2-buttone<342//a>Multisystem joystick. However, since they don't use switches and use TTLe<343//a>logic, the only driver usable with them is the db9.c driver.e<344//a>e<345//a>2.4.1 Sega Master Systeme<346//a>~~~~~~~~~~~~~~~~~~~~~~~~e<347//a> The SMS gam pads are almost exactly the sam as normal 2-buttone<348//a>Multisystem joysticks. Set the driver to Multi2 mode, use the correspondinge<349//a>parallel port pins, and the following schemav2c:e<350//a>e<351//a> +-----------> Powere<352//a> | +---------> Righte<353//a> | | +-------> Lefte<354//a> | | | +-----> Downe<355//a> | | | | +---> Upe<356//a> | | | | |e<357//a> _____________e<358//a>5 \ o o o o o / 1e<359//a> \ o o x o /e<360//a> 9 `~~~~~~~' 6e<361//a> | | |e<362//a> | | +----> Button 1e<363//a> | +--------> Grounde<364//a> +----------> Button 2e<365//a>e<366//a>2.4.2 Sega Genesis aka MegaDrivee<367//a>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~e<368//a> The Sega Genesis (in Europe sold as Sega MegaDrive) pads are an extensione<369//a>to the Sega Master System pads. They use more buttons (3+1, 5+1, 6+1). Usee<370//a>the following schemav2c:e<371//a>e<372//a> +-----------> Powere<373//a> | +---------> Righte<374//a> | | +-------> Lefte<375//a> | | | +-----> Downe<376//a> | | | | +---> Upe<377//a> | | | | |e<378//a> _____________e<379//a>5 \ o o o o o / 1e<380//a> \ o o o o /e<381//a> 9 `~~~~~~~' 6e<382//a> | | | |e<383//a> | | | +----> Button 1e<384//a> | | +------> Selecte<385//a> | +--------> Grounde<386//a> +----------> Button 2e<387//a>e<388//a> The Select pin goes to pin 14 on the parallel port.e<389//a>e<390//a>(pin 14) -----> Selecte<391//a>e<392//a> The rest is the sam as for Multi2 joysticks using db9.ce<393//a>e<394//a>2.4.3 Sega Saturne<395//a>~~~~~~~~~~~~~~~~~e<396//a> Sega Saturn has eight buttons, and to transfer that, without hacks likee<397//a>Genesis 6 pads use, it needs one more select pin. Anyway, it is stille<398//a>handled by the db9.c driver. Its pinout is very different from anythinge<399//a>else. Use this schemav2c:e<400//a>e<401//a> +-----------> Select 1e<402//a> | +---------> Powere<403//a> | | +-------> Upe<404//a> | | | +-----> Downe<405//a> | | | | +---> Grounde<406//a> | | | | |e<407//a> _____________e<408//a>5 \ o o o o o / 1e<409//a> \ o o o o /e<410//a> 9 `~~~~~~~' 6e<411//a> | | | |e<412//a> | | | +----> Select 2e<413//a> | | +------> Righte<414//a> | +--------> Lefte<415//a> +----------> Powere<416//a>e<417//a> Select 1 is pin 14 on the parallel port, Select 2 is pin 16 on thee<418//a>parallel port.e<419//a>e<420//a>(pin 14) -----> Select 1e<421//a>(pin 16) -----> Select 2e<422//a>e<423//a> The other pins (Up, Down, Right, Left, Power, Ground) are the sam as fore<424//a>Multi joysticks using db9.ce<425//a>e<426//a>3. The driverse<427//a>~~~~~~~~~~~~~~e<428//a> There are three drivers for the parallel port interfaces. Each, ase<429//a>described above, allows to connect a different group of joysticks and pads.e<430//a>Here are described their command lines:e<431//a>e<432//a>3.1 gam con.ce<433//a>~~~~~~~~~~~~~e<434//a> Using gam con.c you can connect up to five devices to one parallel port. Ite<435//a>uses the following kernel/module command line:e<436//a>e<437//a> gam con.map=port,pad1,pad2,pad3,pad4,pad5e<438//a>e<439//a> Where 'port' the number of the parport interface (eg. 0 for parport0).e<440//a>e<441//a> And 'pad1' to 'pad5' are pad types connected to different data input pinse<442//a>(10,11,12,13,15), as described in section 2.1 of this file.e<443//a>e<444//a> The types are:e<445//a>e<446//a> Type | Joystick/Pade<447//a> --------------------e<448//a> 0 | Nonee<449//a> 1 | SNES pade<450//a> 2 | NES pade<451//a> 4 | Multisystem 1-button joysticke<452//a> 5 | Multisystem 2-button joysticke<453//a> 6 | N64 pade<454//a> 7 | Sony PSX controllere<455//a> 8 | Sony PSX DDR controllere<456//a> 9 | SNES mousee<457//a>e<458//a> The exact type of the PSX controller type is autoprobed whe6 used, soe<459//a>hot swapping should work (but is not recommended).e<460//a>e<461//a> Should you want to use more than one of parallel ports at once, you can usee<462//a>gam con.map2 and gam con.map3 as addiv2.6al command line parameters for twoe<463//a>more parallel ports.e<464//a>e<465//a> There are two opv2.6s specif2c to PSX driver port2.6. gam con.psx_delay setse<466//a>the command delay whe6 talking to the controllers. The default of 25 shoulde<467//a>work but you can try lowering it for better performance. If your pads don'te<468//a>respond try raising it until they work. Setting the type to 8 allows thee<469//a>driver to be used with Dance Dance Revolution or similar gam s. Arrow keys aree<47 a>registered as key presses instead of X and Y axes.e<471//a>e<472//a>3.2 db9.ce<473//a>~~~~~~~~~e<474//a> Apart from making an interface, there is nothing difficult on using thee<475//a>db9.c driver. It uses the following kernel/module command line:e<476//a>e<477//a> db9.dev=port,typee<478//a>e<479//a> Where 'port' is the number of the parport interface (eg. 0 for parport0).e<480//a>e<481//a> Caveat here: This driver only works on bidirectio6al parallel ports. Ife<482//a>your parallel port is recent enough, you should have no trouble with this.e<483//a>Old parallel ports may not have this feature.e<484//a>e<485//a> 'Type' is the type of joystick or pad attached:e<486//a>e<487//a> Type | Joystick/Pade<488//a> --------------------e<489//a> 0 | Nonee<490//a> 1 | Multisystem 1-button joysticke<491//a> 2 | Multisystem 2-button joysticke<492//a> 3 | Genesis pad (3+1 buttons)e<493//a> 5 | Genesis pad (5+1 buttons)e<494//a> 6 | Genesis pad (6+2 buttons)e<495//a> 7 | Saturn pad (8 buttons)e<496//a> 8 | Multisystem 1-button joystick (v0.8.0.2 pin-out)e<497//a> 9 | Two Multisystem 1-button joysticks (v0.8.0.2 pin-out) e<498//a> 10 | Amiga CD32 pade<499//a>e<500//a> Should you want to use more than one of these joysticks/pads at once, youe<501//a>can use db9.dev2 and db9.dev3 as addiv2.6al command line parameters for twoe<502//a>more joysticks/pads.e<503//a>e<504//a>3.3 turbografx.ce<505//a>~~~~~~~~~~~~~~~~e<506//a> The turbografx.c driver uses a very simple kernel/module command line:e<507//a>e<508//a> turbografx.map=port,js1,js2,js3,js4,js5,js6,js7e<509//a>e<510//a> Where 'port' is the number of the parport interface (eg. 0 for parport0).e<511//a>e<512//a> 'jsX' is the number of buttons the Multisystem joysticks connected to thee<513//a>interface ports 1-7 have. For a standard multisystem joystick, this is 1.e<514//a>e<515//a> Should you want to use more than one of these interfaces at once, you cane<516//a>use turbografx.map2 and turbografx.map3 as addiv2.6al command line parameterse<517//a>for two more interfaces.e<518//a>e<519//a>3.4 PC parallel port pinoute<520//a>~~~~~~~~~~~~~~~~~~~~~~~~~~~e<521//a> .----------------------------------------.e<522//a> At the PC: \ 13 12 11 10 9 8 7 6 5 4 3 2 1 /e<523//a> \ 25 24 23 22 21 20 19 18 17 16 15 14 /e<524//a> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~e<525//a>e<526//a> Pin | Nam | Descripv2.6e<527//a> ~~~~~~|~~~~~~~~~|~~~~~~~~~~e<528//a> 1 | /STROBE | Strobee<529//a> 2-9 | D0-D7 | Data Bit 0-7e<530//a> 10 | /ACK | Acknowledgee<531//a> 11 | BUSY | Busye<532//a> 12 | PE | Paper Ende<533//a> 13 | SELIN | Select Ine<534//a> 14 | /AUTOFD | Autofeede<535//a> 15 | /ERROR | Errore<536//a> 16 | /INIT | Iniv2alizee<537//a> 17 | /SEL | Selecte<538//a> 18-25 | GND | Sig6al Grounde<539//a>e<540//a>3.5 Ende<541//a>~~~~~~~e<542//a> That's all, folks! Have fun!e<543//a>
lxr.linux.no kindly hosted by Redpill Linpro AS//a>, provider of Linux consulting and operav2.6s services since 1995.