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The game port, originally introduced on the Game Control Adapter, is a device port that was found on IBM PC compatible and other computer systems throughout the 1. It was the traditional connector for joystick input, and occasionally MIDI devices, until replaced by USB in the 2. Originally located on a dedicated expansion card, the game port was later integrated with PC sound cards, and still later on the PC's motherboard. During the transition to USB, many input devices used the game port and a USB adaptor in the form of a cable expansion. History. This was originally introduced in 1. Atari VCS, and by 1. Atari gear and the Commodore VIC- 2. But it could not be considered truly widespread until around 1. Commodore 6. 4 and several other platforms. In contrast with the IBM design, the Atari port was primarily designed for digital inputs, specifically eight- direction joysticks. It did include two analog inputs as well, which could support a single analog joystick, but these were not widely used. IBM did not release a joystick of its own for the PC, which did not help. The most common device available was the Kraft joystick, originally developed for the Apple II but easily adapted to the IBM with the addition of another button on the back of the case. When IBM finally did release a joystick, for the IBM PCjr, it was a version of the Kraft stick. However, it connected to the computer using two incompatible 7- pin connectors, which were mechanically connected together as part of a larger multi- pin connector on the back of the machine. By 1. 98. 3, it was common to see cards combining memory, game ports, serial and parallel ports and a realtime clock on a single expansion card. Game ports were not always part of this supported set of ports. However, the game port was given a major boost in usage in 1. Sound Blaster. As sound cards were primarily used with computer games, Creative Labs took the opportunity to include a game port on the card, producing an all- in- one gaming solution. At the same time, they re- purposed two otherwise redundant pins on the port, 1. MIDI port adaptor. Previous MIDI systems like the MPU- 4. Sound Blaster only required an inexpensive adaptor to produce the same result. This remained true through the second half of the 1. By the early 2. 00. MIDI. The introduction of the first USB standard in 1. The introduction of the i. Mac, which was based almost entirely on USB expansion, began a rapid expansion of USB in the market. For instance, the 1. Microsoft Precision Pro joystick was re- introduced in a version that used a game port connector, but also included a USB adaptor in the box. By 2. 00. 0, game ports were purely for backward compatibility with now outdated devices. Microsoft Windows discontinued support for the game port with Windows Vista. These were almost always implemented as two joysticks with two buttons each, but it was also possible to support four paddle controllers each with one button using the same inputs. The port included a considerable number of redundant pins, including a total of four +5 V supplies, and separate grounds for most of the buttons. In most similar game ports, like those on the Atari, a single +5 V and ground is used for all the channels. Since the early 1. PC I/O or sound cards, these connectors have usually doubled as connectors for MIDI instruments; two of the redundant +5 V and GND pins of the original standard were rededicated to MIDI input and output to make this possible. To use a game port with MIDI instruments a cable is required with a male and a female DA- 1. DIN connectors. The drivers and hardware for the game port midi capabilities are based around the now standard Roland MPU- 4. MIDI interface (in UART mode only). The value was read by timing how long it took for the voltage in the capacitor to cross a certain threshold. The rate varied depending on the resistance, and thus physical position, of the potentiometer. In the Atari port, which had similar analog channels, there was a convenient timer available in the form of the video clock circuitry. In the PC there was no similar clock because video functionality normally provided on an expansion card. Instead, these timers were provided by a separate chip that combined the voltage readers and timers. When the trigger voltage was reached, the resulting value was copied into a register where it could be read out at any time. The value was being constantly updated by the hardware, but it was up to the software application to poll the value often enough for smooth movement. This did, however, leave the implementation of a lot of housekeeping tasks to every application that used them, like looking for and enumerating the active devices, and calibrating them. This changed in Windows 9. Windows registry entries to hold these values and make it easier for applications to find these devices. Direct. X further expanded the options with the . Among these were support for up to six analog axes, a point- of- view hat, and up to 6. It also supported up to 1.
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