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			This patch fixes typos in various Documentation txts. The patch addresses some words starting with the letters 'H'-'M'. Signed-off-by: Matt LaPlante <kernel1@cyberdogtech.com> Acked-by: Randy Dunlap <rdunlap@xenotime.net> Signed-off-by: Adrian Bunk <bunk@stusta.de>
		
			
				
	
	
		
			190 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			190 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| $Id: gameport-programming.txt,v 1.3 2001/04/24 13:51:37 vojtech Exp $
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| 
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| Programming gameport drivers
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| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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| 
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| 1. A basic classic gameport
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| ~~~~~~~~~~~~~~~~~~~~~~~~~~~
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| 
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| If the gameport doesn't provide more than the inb()/outb() functionality,
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| the code needed to register it with the joystick drivers is simple:
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| 
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| 	struct gameport gameport;
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| 
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| 	gameport.io = MY_IO_ADDRESS;
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| 	gameport_register_port(&gameport);
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| 
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| Make sure struct gameport is initialized to 0 in all other fields. The
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| gameport generic code will take care of the rest.
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| 
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| If your hardware supports more than one io address, and your driver can
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| choose which one to program the hardware to, starting from the more exotic
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| addresses is preferred, because the likelihood of clashing with the standard
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| 0x201 address is smaller.
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| 
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| Eg. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then
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| 0x218 would be the address of first choice.
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| 
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| If your hardware supports a gameport address that is not mapped to ISA io
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| space (is above 0x1000), use that one, and don't map the ISA mirror.
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| 
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| Also, always request_region() on the whole io space occupied by the
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| gameport. Although only one ioport is really used, the gameport usually
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| occupies from one to sixteen addresses in the io space.
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| 
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| Please also consider enabling the gameport on the card in the ->open()
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| callback if the io is mapped to ISA space - this way it'll occupy the io
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| space only when something really is using it. Disable it again in the
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| ->close() callback. You also can select the io address in the ->open()
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| callback, so that it doesn't fail if some of the possible addresses are
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| already occupied by other gameports.
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| 
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| 2. Memory mapped gameport
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| ~~~~~~~~~~~~~~~~~~~~~~~~~
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| 
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| When a gameport can be accessed through MMIO, this way is preferred, because
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| it is faster, allowing more reads per second. Registering such a gameport
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| isn't as easy as a basic IO one, but not so much complex:
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| 
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| 	struct gameport gameport;
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| 
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| 	void my_trigger(struct gameport *gameport)
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| 	{
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| 		my_mmio = 0xff;
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| 	}
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| 
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| 	unsigned char my_read(struct gameport *gameport)
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| 	{
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| 		return my_mmio;	
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| 	}
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| 
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| 	gameport.read = my_read;
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| 	gameport.trigger = my_trigger;
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| 	gameport_register_port(&gameport);
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| 
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| 3. Cooked mode gameport
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| ~~~~~~~~~~~~~~~~~~~~~~~
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| 
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| There are gameports that can report the axis values as numbers, that means
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| the driver doesn't have to measure them the old way - an ADC is built into
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| the gameport. To register a cooked gameport:
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| 
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| 	struct gameport gameport;
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| 
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| 	int my_cooked_read(struct gameport *gameport, int *axes, int *buttons)
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| 	{
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| 		int i;
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| 
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| 		for (i = 0; i < 4; i++)
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| 			axes[i] = my_mmio[i];
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| 		buttons[i] = my_mmio[4];
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| 	}
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| 
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| 	int my_open(struct gameport *gameport, int mode)
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| 	{
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| 		return -(mode != GAMEPORT_MODE_COOKED);
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| 	}
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| 
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| 	gameport.cooked_read = my_cooked_read;
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| 	gameport.open = my_open;
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| 	gameport.fuzz = 8;
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| 	gameport_register_port(&gameport);
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| 
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| The only confusing thing here is the fuzz value. Best determined by
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| experimentation, it is the amount of noise in the ADC data. Perfect
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| gameports can set this to zero, most common have fuzz between 8 and 32.
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| See analog.c and input.c for handling of fuzz - the fuzz value determines
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| the size of a gaussian filter window that is used to eliminate the noise
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| in the data.
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| 
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| 4. More complex gameports
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| ~~~~~~~~~~~~~~~~~~~~~~~~~
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| 
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| Gameports can support both raw and cooked modes. In that case combine either
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| examples 1+2 or 1+3. Gameports can support internal calibration - see below,
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| and also lightning.c and analog.c on how that works. If your driver supports
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| more than one gameport instance simultaneously, use the ->private member of
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| the gameport struct to point to your data.
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| 
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| 5. Unregistering a gameport
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| ~~~~~~~~~~~~~~~~~~~~~~~~~~~
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| 
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| Simple:
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| 
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| gameport_unregister_port(&gameport);
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| 
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| 6. The gameport structure
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| ~~~~~~~~~~~~~~~~~~~~~~~~~
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| 
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| struct gameport {
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| 
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| 	void *private;
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| 
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| A private pointer for free use in the gameport driver. (Not the joystick
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| driver!)
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| 
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| 	int number;
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| 
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| Number assigned to the gameport when registered. Informational purpose only.
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| 
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| 	int io;
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| 
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| I/O address for use with raw mode. You have to either set this, or ->read()
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| to some value if your gameport supports raw mode.
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| 
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| 	int speed;
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| 
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| Raw mode speed of the gameport reads in thousands of reads per second.
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| 
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| 	int fuzz;
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| 
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| If the gameport supports cooked mode, this should be set to a value that
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| represents the amount of noise in the data. See section 3.
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| 
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| 	void (*trigger)(struct gameport *);
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| 
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| Trigger. This function should trigger the ns558 oneshots. If set to NULL,
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| outb(0xff, io) will be used.
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| 
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| 	unsigned char (*read)(struct gameport *);
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| 
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| Read the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be
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| used instead.
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| 
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| 	int (*cooked_read)(struct gameport *, int *axes, int *buttons);	
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| 
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| If the gameport supports cooked mode, it should point this to its cooked
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| read function. It should fill axes[0..3] with four values of the joystick axes
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| and buttons[0] with four bits representing the buttons.
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| 
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| 	int (*calibrate)(struct gameport *, int *axes, int *max); 
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| 
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| Function for calibrating the ADC hardware. When called, axes[0..3] should be
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| pre-filled by cooked data by the caller, max[0..3] should be pre-filled with
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| expected maximums for each axis. The calibrate() function should set the
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| sensitivity of the ADC hardware so that the maximums fit in its range and
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| recompute the axes[] values to match the new sensitivity or re-read them from
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| the hardware so that they give valid values. 
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| 
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| 	int (*open)(struct gameport *, int mode);
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| 
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| Open() serves two purposes. First a driver either opens the port in raw or
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| in cooked mode, the open() callback can decide which modes are supported.
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| Second, resource allocation can happen here. The port can also be enabled
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| here. Prior to this call, other fields of the gameport struct (namely the io
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| member) need not to be valid.
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| 
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| 	void (*close)(struct gameport *);
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| 
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| Close() should free the resources allocated by open, possibly disabling the
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| gameport.
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| 
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| 	struct gameport_dev *dev;
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| 	struct gameport *next;
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| 
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| For internal use by the gameport layer.
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| 
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| };
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| 
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| Enjoy!
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