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 hitas
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.
Figure 21-1. The Gameport connector (on the computer)

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.
Pin | Name | Joystick function | Paddle function | Direction |
---|---|---|---|---|
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 |
|
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
kW 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 a 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.
201h byte bitmask | |||||||||
---|---|---|---|---|---|---|---|---|---|
7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | Description | Pin |
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 |
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.