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- ** Introduction
- 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
- from Immerse. That's why you should not trust what is written in this
- document. This document is intended to help understanding the protocol.
- This is not a reference. Comments and corrections are welcome. To contact me,
- send an email to: johann.deneux@gmail.com
- ** 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.
- ** Preliminary Notes:
- 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
- unknown are marked ??? Information that needs deeper inspection is marked (?)
- ** General form of a packet **
- This is how packets look when the device uses the rs232 to communicate.
- 2B OP LEN DATA CS
- CS is the checksum. It is equal to the exclusive or of all bytes.
- When using USB:
- OP DATA
- 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
- ** Device input state
- This packet is used to indicate the state of each button and the value of each
- axis
- OP= 01 for a joystick, 03 for a wheel
- LEN= Varies from device to device
- 00 X-Axis lsb
- 01 X-Axis msb
- 02 Y-Axis lsb, or gas pedal for a wheel
- 03 Y-Axis msb, or brake pedal for a wheel
- 04 Throttle
- 05 Buttons
- 06 Lower 4 bits: Buttons
- Upper 4 bits: Hat
- 07 Rudder
- ** 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 ??
- 03 Address of parameter block changed (lsb)
- 04 Address of parameter block changed (msb)
- 05 Address of second parameter block changed (lsb)
- ... depending on the number of parameter blocks updated
- ** 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 20 Square
- Val 21 Triangle
- Val 22 Sine
- Val 23 Sawtooth up
- Val 24 Sawtooth down
- Val 40 Spring (Force = f(pos))
- Val 41 Friction (Force = f(velocity)) and Inertia (Force = f(acceleration))
- 02 Axes affected and trigger
- Bits 4-7: Val 2 = effect along one axis. Byte 05 indicates direction
- Val 4 = X axis only. Byte 05 must contain 5a
- Val 8 = Y axis only. Byte 05 must contain b4
- Val c = X and Y axes. Bytes 05 must contain 60
- Bits 0-3: Val 0 = No trigger
- Val x+1 = Button x triggers the effect
- When the whole byte is 0, cancel the previously set trigger
- 03-04 Duration of effect (little endian encoding, in ms)
- 05 Direction of effect, if applicable. Else, see 02 for value to assign.
- 06-07 Minimum time between triggering.
- 08-09 Address of periodicity or magnitude parameters
- 0a-0b Address of attack and fade parameters, or ffff if none.
- *or*
- 08-09 Address of interactive parameters for X-axis, or ffff if not applicable
- 0a-0b Address of interactive parameters for Y-axis, or ffff if not applicable
- 0c-0d Delay before execution of effect (little endian encoding, in ms)
- ** Time based parameters **
- *** Attack and fade ***
- OP= 02
- LEN= 08
- 00-01 Address where to store the parameters
- 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.
- *** Magnitude ***
- OP= 03
- LEN= 03
- 00-01 Address
- 02 Level. Signed byte.
- *** Periodicity ***
- OP= 04
- LEN= 07
- 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
- 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 deadband, the minimum value is 0, the max is 03E8.
- ** Controls **
- OP= 41
- LEN= 03
- 00 Channel
- 01 Start/Stop
- Val 00: Stop
- Val 01: Start and play once.
- Val 41: Start and play n times (See byte 02 below)
- 02 Number of iterations n.
- ** Init **
- *** Querying features ***
- OP= ff
- Query command. Length varies according to the query type.
- The general format of this packet is:
- ff 01 QUERY [INDEX] CHECKSUM
- responses are of the same form:
- FF LEN QUERY VALUE_QUERIED CHECKSUM2
- where LEN = 1 + length(VALUE_QUERIED)
- **** Query ram size ****
- QUERY = 42 ('B'uffer size)
- The device should reply with the same packet plus two additional bytes
- containing the size of the memory:
- ff 03 42 03 e8 CS would mean that the device has 1000 bytes of ram available.
- **** Query number of effects ****
- QUERY = 4e ('N'umber of effects)
- The device should respond by sending the number of effects that can be played
- at the same time (one byte)
- ff 02 4e 14 CS would stand for 20 effects.
- **** Vendor's id ****
- QUERY = 4d ('M'anufacturer)
- Query the vendors'id (2 bytes)
- **** Product id *****
- QUERY = 50 ('P'roduct)
- Query the product id (2 bytes)
- **** Open device ****
- QUERY = 4f ('O'pen)
- No data returned.
- **** Close device *****
- QUERY = 43 ('C')lose
- No data returned.
- **** Query effect ****
- QUERY = 45 ('E')
- Send effect type.
- Returns nonzero if supported (2 bytes)
- **** Firmware Version ****
- QUERY = 56 ('V'ersion)
- Sends back 3 bytes - major, minor, subminor
- *** Initialisation of the device ***
- **** Set Control ****
- !!! Device dependent, can be different on different models !!!
- OP= 40 <idx> <val> [<val>]
- LEN= 2 or 3
- 00 Idx
- Idx 00 Set dead zone (0..2048)
- Idx 01 Ignore Deadman sensor (0..1)
- Idx 02 Enable comm watchdog (0..1)
- Idx 03 Set the strength of the spring (0..100)
- Idx 04 Enable or disable the spring (0/1)
- Idx 05 Set axis saturation threshold (0..2048)
- **** Set Effect State ****
- OP= 42 <val>
- LEN= 1
- 00 State
- Bit 3 Pause force feedback
- Bit 2 Enable force feedback
- Bit 0 Stop all effects
- **** Set overall gain ****
- OP= 43 <val>
- LEN= 1
- 00 Gain
- Val 00 = 0%
- Val 40 = 50%
- Val 80 = 100%
- ** Parameter memory **
- 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
- is the amount of memory apparently needed for every set of parameters:
- - period : 0c
- - magnitude : 02
- - attack and fade : 0e
- - interactive : 08
- ** Appendix: How to study the protocol ? **
- 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:
- www.immersion.com)
- 2. Start a soft spying RS232 or USB (depending on where you connected your
- joystick/wheel). I used ComPortSpy from fCoder (alpha version!)
- 3. Play the effect, and watch what happens on the spy screen.
- A few words about ComPortSpy:
- At first glance, this software seems, hum, well... buggy. In fact, data appear with a
- few seconds latency. Personally, I restart it every time I play an effect.
- Remember it's free (as in free beer) and alpha!
- ** URLS **
- Check www.immerse.com for Immersion Studio, and www.fcoder.com for ComPortSpy.
- ** Author of this document **
- Johann Deneux <johann.deneux@gmail.com>
- 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.
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