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Commit c8ae270e authored by Mauro Carvalho Chehab's avatar Mauro Carvalho Chehab Committed by Dmitry Torokhov
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Input: joystick-parport - convert documentation into ReST format



This file require minimum adjustments to be a valid ReST file.
Do it, in order to be able to parse it with Sphinx.

Signed-off-by: default avatarMauro Carvalho Chehab <mchehab@s-opensource.com>
Signed-off-by: default avatarDmitry Torokhov <dmitry.torokhov@gmail.com>
parent 89237c42
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.. include:: <isonum.txt>

.. _joystick-parport:

===================================
Linux Joystick parport drivers v2.0
Linux Joystick parport drivers v2.0
	       (c) 1998-2000 Vojtech Pavlik <vojtech@ucw.cz>
===================================
	       (c) 1998 Andree Borrmann <a.borrmann@tu-bs.de>

:Copyright: |copy| 1998-2000 Vojtech Pavlik <vojtech@ucw.cz>
:Copyright: |copy| 1998 Andree Borrmann <a.borrmann@tu-bs.de>


Sponsored by SuSE
Sponsored by SuSE
----------------------------------------------------------------------------


0. Disclaimer
Disclaimer
~~~~~~~~~~~~~
==========

Any information in this file is provided as-is, without any guarantee that
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
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
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.
and maybe even more. Like when a lightning kills you it is not our problem.


1. Intro
Intro
~~~~~~~~
=====

The joystick parport drivers are used for joysticks and gamepads not
The joystick parport drivers are used for joysticks and gamepads not
originally designed for PCs and other computers Linux runs on. Because of
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
that, PCs usually lack the right ports to connect these devices to. Parallel
@@ -20,13 +30,15 @@ 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
both output and input bits is the most suitable port on the PC for
connecting such devices.
connecting such devices.


2. Devices supported
Devices supported
~~~~~~~~~~~~~~~~~~~~
=================

Many console and 8-bit computer gamepads and joysticks are supported. The
Many console and 8-bit computer gamepads and joysticks are supported. The
following subsections discuss usage of each.
following subsections discuss usage of each.


2.1 NES and SNES
NES and SNES
~~~~~~~~~~~~~~~~
------------

The Nintendo Entertainment System and Super Nintendo Entertainment System
The Nintendo Entertainment System and Super Nintendo Entertainment System
gamepads are widely available, and easy to get. Also, they are quite easy to
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
connect to a PC, and don't need much processing speed (108 us for NES and
@@ -52,14 +64,14 @@ wire is +5V).
some data pin. For most gamepad and parport implementations only one pin is
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
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
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.
port, anything between and including pin 4 and pin 9 will work::


    (pin 9) -----> Power
    (pin 9) -----> Power


Unfortunately, there are pads that need a lot more of power, and parallel
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
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
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.
port), and combine the currents of two or more data bits together::


	      Diodes
	      Diodes
    (pin 9) ----|>|-------+------> Power
    (pin 9) ----|>|-------+------> Power
@@ -73,19 +85,19 @@ port), and combine the currents of two or more data bits together.
    (pin 4) ----|>|-------+
    (pin 4) ----|>|-------+


Ground is quite easy. On PC's parallel port the ground is on any of the
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.
pins from pin 18 to pin 25. So use any pin of these you like for the ground::


    (pin 18) -----> Ground
    (pin 18) -----> Ground


NES and SNES pads have two input bits, Clock and Latch, which drive the
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,
serial transfer. These are connected to pins 2 and 3 of the parallel port,
respectively.
respectively::


    (pin 2) -----> Clock
    (pin 2) -----> Clock
    (pin 3) -----> Latch
    (pin 3) -----> Latch


And the last thing is the NES / SNES data wire. Only that isn't shared and
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:
each pad needs its own data pin. The parallel port pins are::


    (pin 10) -----> Pad 1 data
    (pin 10) -----> Pad 1 data
    (pin 11) -----> Pad 2 data
    (pin 11) -----> Pad 2 data
@@ -103,7 +115,7 @@ 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
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
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
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.
also use 5 wires, but have more buttons. They will work as well, of course::


  Pinout for NES gamepads                 Pinout for SNES gamepads and mice
  Pinout for NES gamepads                 Pinout for SNES gamepads and mice


@@ -133,8 +145,9 @@ Pinout for NES clone (db9) gamepads Pinout for NES clone (db15) gamepads
         |   +----> Power                     |     +----------> Latch
         |   +----> Power                     |     +----------> Latch
         +--------> Ground                    +----------------> Power
         +--------> Ground                    +----------------> Power


2.2 Multisystem joysticks
Multisystem joysticks
~~~~~~~~~~~~~~~~~~~~~~~~~
---------------------

In the era of 8-bit machines, there was something like de-facto standard
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
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
connectors (db9). Because of that, a single joystick could be used without
@@ -142,7 +155,7 @@ hassle on Atari (130, 800XE, 800XL, 2600, 7200), Amiga, Commodore C64,
Amstrad CPC, Sinclair ZX Spectrum and many other machines. That's why these
Amstrad CPC, Sinclair ZX Spectrum and many other machines. That's why these
joysticks are called "Multisystem".
joysticks are called "Multisystem".


  Now their pinout:
Now their pinout::


        +---------> Right
        +---------> Right
        | +-------> Left
        | +-------> Left
@@ -158,7 +171,7 @@ joysticks are called "Multisystem".
         +--------> Ground
         +--------> Ground


However, as time passed, extensions to this standard developed, and these
However, as time passed, extensions to this standard developed, and these
were not compatible with each other:
were not compatible with each other::




          Atari 130, 800/XL/XE                   MSX
          Atari 130, 800/XL/XE                   MSX
@@ -217,14 +230,15 @@ were not compatible with each other:


  And there were many others.
  And there were many others.


2.2.1 Multisystem joysticks using db9.c
Multisystem joysticks using db9.c
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

For the Multisystem joysticks, and their derivatives, the db9.c driver
For the Multisystem joysticks, and their derivatives, the db9.c driver
was written. It allows only one joystick / gamepad per parallel port, but
was written. It allows only one joystick / gamepad per parallel port, but
the interface is easy to build and works with almost anything.
the interface is easy to build and works with almost anything.


For the basic 1-button Multisystem joystick you connect its wires to the
For the basic 1-button Multisystem joystick you connect its wires to the
parallel port like this:
parallel port like this::


    (pin  1) -----> Power
    (pin  1) -----> Power
    (pin 18) -----> Ground
    (pin 18) -----> Ground
@@ -237,7 +251,7 @@ parallel port like this:


However, if the joystick is switch based (eg. clicks when you move it),
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
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:
resistors on each of the direction and button signals, like this::


    (pin 2) ------------+------> Up
    (pin 2) ------------+------> Up
              Resistor  |
              Resistor  |
@@ -247,7 +261,7 @@ resistors on each of the direction and button signals, like this:
gamepads the pullups are not needed.
gamepads the pullups are not needed.


For joysticks with two buttons you connect the second button to pin 7 on
For joysticks with two buttons you connect the second button to pin 7 on
the parallel port.
the parallel port::


    (pin 7) -----> Button 2
    (pin 7) -----> Button 2


@@ -257,8 +271,9 @@ the parallel port.
the digital joystick driver 0.8.0.2, this is also supported by the db9.c
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)
driver, as device type 8. (See section 3.2)


2.2.2 Multisystem joysticks using gamecon.c
Multisystem joysticks using gamecon.c
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

For some people just one joystick per parallel port is not enough, and/or
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
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,
possible using the gamecon.c. It supports up to 5 devices of the above types,
@@ -272,7 +287,7 @@ if you want to use gamecon.c.


Also, the connection is a bit more complex. You'll need a bunch of diodes,
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
and one pullup resistor. First, you connect the Directions and the button
the same as for db9, however with the diodes between.
the same as for db9, however with the diodes between::


                Diodes
                Diodes
    (pin 2) -----|<|----> Up
    (pin 2) -----|<|----> Up
@@ -281,14 +296,14 @@ the same as for db9, however with the diodes between.
    (pin 5) -----|<|----> Right
    (pin 5) -----|<|----> Right
    (pin 6) -----|<|----> Button 1
    (pin 6) -----|<|----> Button 1


  For two button sticks you also connect the other button.
For two button sticks you also connect the other button::


    (pin 7) -----|<|----> Button 2
    (pin 7) -----|<|----> Button 2


And finally, you connect the Ground wire of the joystick, like done in
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
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 the NES / SNES pads in section 2.1 of this file - that is, one data pin
for each joystick. The power source is shared.
for each joystick. The power source is shared::


    Data    ------------+-----> Ground
    Data    ------------+-----> Ground
              Resistor  |
              Resistor  |
@@ -296,8 +311,9 @@ Power --[10kOhm]--+


And that's all, here we go!
And that's all, here we go!


2.2.3 Multisystem joysticks using turbografx.c
Multisystem joysticks using turbografx.c
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The TurboGraFX interface, designed by
The TurboGraFX interface, designed by


	Steffen Schwenke <schwenke@burg-halle.de>
	Steffen Schwenke <schwenke@burg-halle.de>
@@ -306,15 +322,15 @@ Power --[10kOhm]--+
Steffen's version, there is support for up to 5 buttons per joystick.  However,
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
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
supports only one button per joystick. For more information on how to build the
interface, see
interface, see:


	http://www2.burg-halle.de/~schwenke/parport.html
	http://www2.burg-halle.de/~schwenke/parport.html


2.3 Sony Playstation
Sony Playstation
~~~~~~~~~~~~~~~~~~~~
----------------


The PSX controller is supported by the gamecon.c. Pinout of the PSX
The PSX controller is supported by the gamecon.c. Pinout of the PSX
controller (compatible with DirectPadPro):
controller (compatible with DirectPadPro)::


    +---------+---------+---------+
    +---------+---------+---------+
  9 | o  o  o | o  o  o | o  o  o | 1               parallel
  9 | o  o  o | o  o  o | o  o  o | 1               parallel
@@ -336,17 +352,19 @@ controller (compatible with DirectPadPro):
 * PSX Rumble Pad
 * PSX Rumble Pad
 * PSX DDR Pad
 * PSX DDR Pad


2.4 Sega
Sega
~~~~~~~~
----

All the Sega controllers are more or less based on the standard 2-button
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
Multisystem joystick. However, since they don't use switches and use TTL
logic, the only driver usable with them is the db9.c driver.
logic, the only driver usable with them is the db9.c driver.


2.4.1 Sega Master System
Sega Master System
~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~

The SMS gamepads are almost exactly the same as normal 2-button
The SMS gamepads are almost exactly the same as normal 2-button
Multisystem joysticks. Set the driver to Multi2 mode, use the corresponding
Multisystem joysticks. Set the driver to Multi2 mode, use the corresponding
parallel port pins, and the following schematic:
parallel port pins, and the following schematic::


      +-----------> Power
      +-----------> Power
      | +---------> Right
      | +---------> Right
@@ -363,11 +381,12 @@ parallel port pins, and the following schematic:
       | +--------> Ground
       | +--------> Ground
       +----------> Button 2
       +----------> Button 2


2.4.2 Sega Genesis aka MegaDrive
Sega Genesis aka MegaDrive
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~

The Sega Genesis (in Europe sold as Sega MegaDrive) pads are an extension
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
to the Sega Master System pads. They use more buttons (3+1, 5+1, 6+1).  Use
the following schematic:
the following schematic::


        +-----------> Power
        +-----------> Power
        | +---------> Right
        | +---------> Right
@@ -385,18 +404,19 @@ the following schematic:
        | +--------> Ground
        | +--------> Ground
        +----------> Button 2
        +----------> Button 2


  The Select pin goes to pin 14 on the parallel port.
The Select pin goes to pin 14 on the parallel port::


    (pin 14) -----> Select
    (pin 14) -----> Select


The rest is the same as for Multi2 joysticks using db9.c
The rest is the same as for Multi2 joysticks using db9.c


2.4.3 Sega Saturn
Sega Saturn
~~~~~~~~~~~~~~~~~
~~~~~~~~~~~

Sega Saturn has eight buttons, and to transfer that, without hacks like
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
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
handled by the db9.c driver. Its pinout is very different from anything
else.  Use this schematic:
else.  Use this schematic::


      +-----------> Select 1
      +-----------> Select 1
      | +---------> Power
      | +---------> Power
@@ -415,7 +435,7 @@ else. Use this schematic:
       +----------> Power
       +----------> Power


Select 1 is pin 14 on the parallel port, Select 2 is pin 16 on the
Select 1 is pin 14 on the parallel port, Select 2 is pin 16 on the
parallel port.
parallel port::


    (pin 14) -----> Select 1
    (pin 14) -----> Select 1
    (pin 16) -----> Select 2
    (pin 16) -----> Select 2
@@ -423,37 +443,41 @@ parallel port.
The other pins (Up, Down, Right, Left, Power, Ground) are the same as for
The other pins (Up, Down, Right, Left, Power, Ground) are the same as for
Multi joysticks using db9.c
Multi joysticks using db9.c


3. The drivers
The drivers
~~~~~~~~~~~~~~
===========

There are three drivers for the parallel port interfaces. Each, as
There are three drivers for the parallel port interfaces. Each, as
described above, allows to connect a different group of joysticks and pads.
described above, allows to connect a different group of joysticks and pads.
Here are described their command lines:
Here are described their command lines:


3.1 gamecon.c
gamecon.c
~~~~~~~~~~~~~
---------

Using gamecon.c you can connect up to five devices to one parallel port. It
Using gamecon.c you can connect up to five devices to one parallel port. It
uses the following kernel/module command line:
uses the following kernel/module command line::


	gamecon.map=port,pad1,pad2,pad3,pad4,pad5
	gamecon.map=port,pad1,pad2,pad3,pad4,pad5


  Where 'port' the number of the parport interface (eg. 0 for parport0).
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
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.
(10,11,12,13,15), as described in section 2.1 of this file.


The types are:
The types are:


	Type | Joystick/Pad
	===== =============================
	--------------------
	Type  Joystick/Pad
	  0  | None
	===== =============================
	  1  | SNES pad
	  0   None
	  2  | NES pad
	  1   SNES pad
	  4  | Multisystem 1-button joystick
	  2   NES pad
	  5  | Multisystem 2-button joystick
	  4   Multisystem 1-button joystick
	  6  | N64 pad
	  5   Multisystem 2-button joystick
	  7  | Sony PSX controller
	  6   N64 pad
	  8  | Sony PSX DDR controller
	  7   Sony PSX controller
	  9  | SNES mouse
	  8   Sony PSX DDR controller
	  9   SNES mouse
	===== =============================


The exact type of the PSX controller type is autoprobed when used, so
The exact type of the PSX controller type is autoprobed when used, so
hot swapping should work (but is not recommended).
hot swapping should work (but is not recommended).
@@ -469,74 +493,82 @@ respond try raising it until they work. Setting the type to 8 allows the
driver to be used with Dance Dance Revolution or similar games. Arrow keys are
driver to be used with Dance Dance Revolution or similar games. Arrow keys are
registered as key presses instead of X and Y axes.
registered as key presses instead of X and Y axes.


3.2 db9.c
db9.c
~~~~~~~~~
-----

Apart from making an interface, there is nothing difficult on using the
Apart from making an interface, there is nothing difficult on using the
db9.c driver. It uses the following kernel/module command line:
db9.c driver. It uses the following kernel/module command line::


	db9.dev=port,type
	db9.dev=port,type


  Where 'port' is the number of the parport interface (eg. 0 for parport0).
Where ``port`` is the number of the parport interface (eg. 0 for parport0).


Caveat here: This driver only works on bidirectional parallel ports. If
Caveat here: This driver only works on bidirectional parallel ports. If
your parallel port is recent enough, you should have no trouble with this.
your parallel port is recent enough, you should have no trouble with this.
Old parallel ports may not have this feature.
Old parallel ports may not have this feature.


  'Type' is the type of joystick or pad attached:
``Type`` is the type of joystick or pad attached:


	Type | Joystick/Pad
	===== ======================================================
	--------------------
	Type  Joystick/Pad
	  0  | None
	===== ======================================================
	  1  | Multisystem 1-button joystick
	  0   None
	  2  | Multisystem 2-button joystick
	  1   Multisystem 1-button joystick
	  3  | Genesis pad (3+1 buttons)
	  2   Multisystem 2-button joystick
	  5  | Genesis pad (5+1 buttons)
	  3   Genesis pad (3+1 buttons)
	  6  | Genesis pad (6+2 buttons)
	  5   Genesis pad (5+1 buttons)
	  7  | Saturn pad (8 buttons)
	  6   Genesis pad (6+2 buttons)
	  8  | Multisystem 1-button joystick (v0.8.0.2 pin-out)
	  7   Saturn pad (8 buttons)
	  9  | Two Multisystem 1-button joysticks (v0.8.0.2 pin-out) 
	  8   Multisystem 1-button joystick (v0.8.0.2 pin-out)
	 10  | Amiga CD32 pad
	  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
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
can use db9.dev2 and db9.dev3 as additional command line parameters for two
more joysticks/pads.
more joysticks/pads.


3.3 turbografx.c
turbografx.c
~~~~~~~~~~~~~~~~
------------
  The turbografx.c driver uses a very simple kernel/module command line:

The turbografx.c driver uses a very simple kernel/module command line::


	turbografx.map=port,js1,js2,js3,js4,js5,js6,js7
	turbografx.map=port,js1,js2,js3,js4,js5,js6,js7


  Where 'port' is the number of the parport interface (eg. 0 for parport0).
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
``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.
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
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
use turbografx.map2 and turbografx.map3 as additional command line parameters
for two more interfaces.
for two more interfaces.


3.4 PC parallel port pinout
PC parallel port pinout
~~~~~~~~~~~~~~~~~~~~~~~~~~~
-----------------------

::

		  .----------------------------------------.
		  .----------------------------------------.
   At the PC:     \ 13 12 11 10  9  8  7  6  5  4  3  2  1 /
   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 /
                   \  25 24 23 22 21 20 19 18 17 16 15 14 /
                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


	  Pin | Name    | Description
======  =======  =============
	~~~~~~|~~~~~~~~~|~~~~~~~~~~
   Pin  Name     Description
	    1 | /STROBE | Strobe
======  =======  =============
	  2-9 | D0-D7   | Data Bit 0-7
     1  /STROBE  Strobe
	   10 | /ACK    | Acknowledge
   2-9  D0-D7    Data Bit 0-7
	   11 | BUSY    | Busy
    10  /ACK     Acknowledge
	   12 | PE      | Paper End
    11  BUSY     Busy
	   13 | SELIN   | Select In
    12  PE       Paper End
	   14 | /AUTOFD | Autofeed
    13  SELIN    Select In
	   15 | /ERROR  | Error
    14  /AUTOFD  Autofeed
	   16 | /INIT   | Initialize
    15  /ERROR   Error
	   17 | /SEL    | Select
    16  /INIT    Initialize
	18-25 | GND     | Signal Ground
    17  /SEL     Select

 18-25  GND      Signal Ground
3.5 End
======  =======  =============
~~~~~~~


That's all, folks! Have fun!
That's all, folks! Have fun!