|  | ** 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. |