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USB4VC/resources/The PS_2 Mouse_Keyboard Protocol.htm
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PS/2 Mouse/Keyboard Protocol</font><br>
This article is Copyright 1999, Adam Chapweske </center>
<br>
<p><b>Introduction:</b> </p>
<p>The PS/2 device interface, used by many modern mice and keyboards,
was developed by IBM and originally appeared in the IBM Technical Reference
Manual.&nbsp; However, this document has not been printed for many years
and as far as I know, there is currently no official publication of this
information.&nbsp; I have not had access to the IBM Technical Reference
Manual, so all information on this page comes from my own experiences as
well as help from the references listed at the bottom of this page. </p>
<p>This document descibes the interface used by the PS/2 mouse, PS/2
keyboard, and AT keyboard.&nbsp; I'll cover the physical and electrical
interface, as well as the protocol.&nbsp; If you need higher-level information,
such as commands, data packet formats, or other information specific to the
keyboard or mouse, I have written separate documents for the two devices:
</p>
<blockquote><a href="http://panda.cs.ndsu.nodak.edu/%7Eachapwes/PICmicro/keyboard/atkeyboard.html">The
PS/2 (AT) Keyboard Interface</a> <br>
<a href="http://panda.cs.ndsu.nodak.edu/%7Eachapwes/PICmicro/mouse/mouse.html">The
PS/2 Mouse Interface</a></blockquote>
I also encourage you to check this site's <a href="http://panda.cs.ndsu.nodak.edu/%7Eachapwes/PICmicro">main page</a>
for more information related to this topic, including projects, code,
and links related to the mouse and keyboard. &nbsp;Please send an <a href="mailto:achapwes@panda.cs.ndsu.nodak.edu">email </a>if you find any
mistakes or bad advice on this site.<br>
<br>
<b>The Physical Interface:</b><br>
<p>The physical PS/2 port is one of two styles of connectors:&nbsp;
The 5-pin DIN or the 6-pin mini-DIN.&nbsp; Both connectors are completely
(electrically) similar; the only practical difference between the two is
the arrangement of pins.&nbsp; This means the two types of connectors can
easily be changed with simple hard-wired adaptors.&nbsp; These cost about
$6 each or you can make your own by matching the pins on any two connectors.&nbsp;
The DIN standard was created by the German Standardization Organization
(Deutsches Institut fuer Norm) .&nbsp; Their website is at <a target="_top" href="http://www.din.de/">http://www.din.de</a> (this site is
in German, but most of their pages are also available in English.) </p>
<p>PC keyboards use either a 6-pin mini-DIN or a 5-pin DIN connector.&nbsp;
If your keyboard has a 6-pin mini-DIN and your computer has a 5-pin DIN
(or visa versa), the two can be made compatible with the adaptors described
above.&nbsp; Keyboards with the 6-pin mini-DIN are often referred to as
"PS/2" keyboards, while those with the 5-pin DIN are called "AT" devices
("XT" keyboards also used the 5-pin DIN, but they are quite old and haven't
been made for many years.)&nbsp; All modern keyboards built for the PC are
either PS/2, AT, or USB.&nbsp; This document <i>does not</i> apply to USB
devices, which use a completely different interface. </p>
<p>Mice come in a number of shapes and sizes (and interfaces.)&nbsp;
The most popular type is probably the PS/2 mouse, with USB mice gaining
popularity.&nbsp; Just a few years ago, serial mice were also quite popular,
but the computer industry is abandoning them in support of USB and PS/2 devices.&nbsp;
This document applies only to PS/2 mice.&nbsp; If you want to interface
a serial or USB mouse, there's plenty of information available&nbsp;elsewhere
on the web.<br>
<br>
The cable connecting the keyboard/mouse to the computer is usually about
six feet long and consists of four to six 26 AWG wires surrounded by a thin
layer of mylar foil sheilding. &nbsp;If you need a longer cable, you can
buy PS/2 extenstion cables from most consumer electronics stores. &nbsp;You
should not connect multiple extension cables together. &nbsp;If you need a
30-foot keyboard cable, buy a 30-foot keyboard cable. &nbsp;Do not simply
connect five 6-foot cables together. &nbsp;Doing so could result in poor communication
between the keyboard/mouse and the host.<br>
</p>
<p>As a side note, there is one other type of connector you may run
into on keyboards. While most keyboard cables are hard-wired to the keyboard,
there are some whose cable is not permanently attached and come as a separate
component.&nbsp; These cables have a DIN connector on one end (the end
that connects to the computer) and a SDL (Sheilded Data Link) connector
on the keyboard end.&nbsp; SDL was created by a company called "AMP."&nbsp;
This connector is somewhat similar to a telephone connector in that it has
wires and springs rather than pins, and a clip holds it in place.&nbsp;
If you need more information on this connector, you might be able to find
it on AMP's website at <a target="_top" href="http://www.connect.amp.com/">http://www.connect.amp.com</a>.&nbsp; I have only seen this
type of connector on (old) XT keyboards, although there may be AT keyboards
that also use the SDL.&nbsp; Don't confuse the SDL connector with the USB
connector--they probably both look similar in my diagram below, but they
are actually very different.&nbsp; Keep in mind that the SDL connector has
springs and moving parts, while the USB connector does not. </p>
<p>The pinouts for each connector are shown below: <br>
&nbsp;
<table width="468">
<tbody>
<tr>
<td>
<center>Male <br>
<img src="The%20PS_2%20Mouse_Keyboard%20Protocol_files/fpindin.JPG" width="80" height="68" align="bottom">
<br>
(Plug)</center>
</td>
<td>
<center>Female&nbsp; <br>
<img src="The%20PS_2%20Mouse_Keyboard%20Protocol_files/fpdin1.JPG" width="80" height="68">
<br>
(Socket)</center>
</td>
<td><b>5-pin DIN (AT/XT):&nbsp;</b> <br>
1 - Clock <br>
2 - Data <br>
3 - Not Implemented <br>
4 - Ground <br>
5 - Vcc (+5V)</td>
</tr>
</tbody>
</table>
<br>
&nbsp;
<table width="469">
<tbody>
<tr>
<td>
<center>Male <br>
<img src="The%20PS_2%20Mouse_Keyboard%20Protocol_files/spindin.JPG" width="80" height="68" align="bottom">
<br>
(Plug)</center>
</td>
<td>
<center>Female <br>
<img src="The%20PS_2%20Mouse_Keyboard%20Protocol_files/spindin1.JPG" width="80" height="68" align="bottom">
<br>
(Socket)</center>
</td>
<td><b>6-pin Mini-DIN (PS/2):</b> <br>
1 - Data <br>
2 - Not Implemented <br>
3 - Ground <br>
4 - Vcc (+5V) <br>
5 - Clock <br>
6 - Not Implemented</td>
</tr>
</tbody>
</table>
<br>
&nbsp;
<table width="469">
<tbody>
<tr>
<td>
<center><img src="The%20PS_2%20Mouse_Keyboard%20Protocol_files/sdl.jpg" width="114" height="49" align="bottom">
</center>
</td>
<td>
<center><img src="The%20PS_2%20Mouse_Keyboard%20Protocol_files/sdl1.jpg" width="114" height="49" align="bottom">
</center>
</td>
<td><b>6-pin SDL:</b> <br>
A - Not Implemented <br>
B - Data <br>
C - Ground <br>
D - Clock <br>
E - Vcc (+5V) <br>
F - Not Implemented</td>
</tr>
</tbody>
</table>
</p>
<p> </p>
<p><br>
<b>The Electrical Interface:</b><br>
</p>
<p>Note:&nbsp; Throughout this document, I will use the more general
term "host" to refer to the computer--or whatever the keyboard/mouse is
connected to-- and the term "device" will refer to the keyboard/mouse. </p>
<p>Vcc/Ground provide power to the keyboard/mouse. &nbsp;The keyboard
or mouse should not draw more than 100 mA from the host and care must be
taken to avoid transient surges. &nbsp;Such surges can be caused by "hot-plugging"
a keyboard/mouse (ie, connect/disconnect the device while the computer's
power is on.) &nbsp;Older motherboards had a surface-mounted fuse protecting
the keyboard and mouse ports. &nbsp;When this fuse blew, the motherboard was
useless to the consumer, and non-fixable to the average technician. &nbsp;Most
newer motherboards use auto-reset "Poly" fuses that go a long way to remedy
this problem. &nbsp;However, this is not a standard and there's still plenty
of older motherboards in use. &nbsp;Therefore, I recommend against hot-plugging
a PS/2 mouse or keyboard.<br>
</p>
<blockquote>
<p><u>Summary: Power Specifications</u><br>
Vcc = +5V. &nbsp;<br>
Max Current = 100 mA.<br>
</p>
</blockquote>
<p>The Data and Clock lines are both open-collector with pullup resistors
to +5V. &nbsp;An "open-collector" interface has two possible state: low,
or high impedance. &nbsp;In the "low" state, a transistor pulls the line to
ground level. &nbsp;In the "high impedance" state, the interface acts as
an open circuit and doesn't drive the line low or high. Furthermore, a "pullup"
resistor is connected between the bus and Vcc so the bus is pulled high if
none of the devices on the bus are actively pulling it low. &nbsp;The exact
value of this resistor isn't too important (1~10 kOhms); larger resistances
result in less power consumption and smaller resistances result in a faster
rise time. &nbsp;A general open-collector interface is shown below:<br>
</p>
<blockquote>
<p><font color="#ff0000">Figure 1: General open-collector interface.
&nbsp;Data and Clock are read on the microcontroller's pins A and B, respectively.
&nbsp;Both lines are normally held at +5V, but can be pulled to ground by
asserting logic "1" on C and D. &nbsp;As a result, Data equals D, inverted,
and Clock equals C, inverted.</font><br>
</p>
</blockquote>
<blockquote>
<p><img alt="" src="The%20PS_2%20Mouse_Keyboard%20Protocol_files/ps2.JPG" width="352" height="330">
<br>
</p>
</blockquote>
<p><br>
Note: When looking through examples on this website, you'll notice I use
a few tricks when implementing an open-collector interface with PIC microcontrollers.
&nbsp;I use the same pin for both input and output, and I enable the PIC's
internal pullup resistors rather than using external resistors. &nbsp;A line
is pulled to ground by setting the corresponding pin to output, and writing
a "zero" to that port. &nbsp;The line is set to the "high impedance" state
by setting the pin to input. &nbsp;Taking into account the PIC's built-in
protection diodes and sufficient current sinking, I think this is a valid
configuration. &nbsp;Let me know if your experiences have proved otherwise.<br>
<br>
<b>Communication: General Description</b><br>
</p>
<p>The PS/2 mouse and keyboard implement a bidirectional synchronous
serial protocol.&nbsp; The bus is "idle" when both lines are high (open-collector).
&nbsp;This is the only state where the keyboard/mouse is allowed begin transmitting
data. &nbsp;The host has ultimate control over the bus and may inhibit
communication at any time by pulling the Clock line low. &nbsp;<br>
</p>
<p>The device always generates the clock signal. &nbsp;If the host
wants to send data, it must first inhibit communication from the device by
pulling Clock low. &nbsp;The host then pulls Data low and releases Clock.
&nbsp;This is the "Request-to-Send" state and signals the device to start
generating clock pulses.<br>
</p>
<blockquote>
<p><u>Summary: Bus States</u><br>
Data = high, Clock = high: &nbsp;<i>Idle state.</i><br>
Data = high, Clock = low: &nbsp;<i>Communication Inhibited.</i><br>
Data = low, Clock = high: &nbsp;<i>Host Request-to-Send</i></p>
</blockquote>
&nbsp; All data is transmitted one byte at a time and each byte is sent
in a frame consisting of 11-12 bits.&nbsp; These bits are:
<ul>
<li> 1 start bit.&nbsp; This is always 0.</li>
<li> 8 data bits, least significant bit first.</li>
<li> 1 parity bit (odd parity).</li>
<li> 1 stop bit.&nbsp; This is always 1.</li>
<li> 1 acknowledge bit (host-to-device communication only)</li>
</ul>
<p> The parity bit is set if there is an even number of 1's in the data
bits and reset (0) if there is an odd number of 1's in the data bits.&nbsp;
The number of 1's in the data bits plus the parity bit always add up to
an odd number (odd parity.)&nbsp; This is used for error detection. &nbsp;The
keyboard/mouse must check this bit and if incorrect it should respond as
if it had received an invalid command.<br>
</p>
<p>Data sent from the device to the host is read on the <i>falling
</i>edge of the clock signal; data sent from the host to the device
is read on the <i>rising </i>edge<i>.</i>&nbsp; The clock frequency
must be in the range 10 - 16.7 kHz. &nbsp;This means clock must be high for
30 - 50 microseconds and low for 30 - 50 microseconds.. &nbsp;If you're designing
a keyboard, mouse, or host emulator, you should modify/sample the Data line
in the middle of each cell. &nbsp;I.e.&nbsp; 15 - 25 microseconds after
the appropriate clock transition. &nbsp;Again, the keyboard/mouse always
generates the clock signal, but the host always has ultimate control over
communication. </p>
<p> </p>
Timing is absolutely crucial. &nbsp;Every time quantity I give in this
article must be followed exactly.<br>
<br>
<b>Communication: Device-to-Host</b><br>
<p>The Data and Clock lines are both open collector. &nbsp;A resistor
is connected between each line and +5V, so the idle state of the bus is
high. When the keyboard or mouse wants to send information, it first checks
the Clock line to make sure it's at a high logic level.&nbsp; If it's not,
the host is inhibiting communication and the device must buffer any to-be-sent
data until the host releases Clock. &nbsp;The Clock line must be continuously
high for at least 50 microseconds before the device can begin to transmit
its data.&nbsp; </p>
<p>As I mentioned in the previous section, the keyboard and mouse use
a serial protocol with 11-bit frames.&nbsp; These bits are: </p>
<ul>
<li> 1 start bit.&nbsp; This is always 0.</li>
<li> 8 data bits, least significant bit first.</li>
<li> 1 parity bit (odd parity).</li>
<li> 1 stop bit.&nbsp; This is always 1.</li>
</ul>
The keyboard/mouse writes a bit on the Data line when Clock is
high, and it is read by the host when Clock is low. &nbsp;Figures 2 and 3
illustrate this.<br>
<p><font color="#ff0000">Figure 2:&nbsp; Device-to-host communication.&nbsp;
The Data line changes state when Clock is high and that data is valid
when Clock is low.</font> <br>
</p>
<blockquote><img src="The%20PS_2%20Mouse_Keyboard%20Protocol_files/waveform1.jpg" width="432" height="139">
</blockquote>
<p> </p>
<p><font color="#ff0000">Figure 3:&nbsp; Scan code for the "Q" key (15h)
being sent from a keyboard to the computer.&nbsp; Channel A is the Clock
signal; channel B is the Data signal.</font> </p>
<blockquote><font color="#ffffff">---</font><img src="The%20PS_2%20Mouse_Keyboard%20Protocol_files/qscope.JPG" width="386" height="255">
<br>
</blockquote>
<p> The clock frequency is 10-16.7 kHz.&nbsp; The time from the rising
edge of a clock pulse to a Data transition must be at least 5 microseconds.&nbsp;
The time from a data transition to the falling edge of a clock pulse must
be at least 5 microseconds and no greater than 25 microseconds.&nbsp; <br>
</p>
<p>The host may inhibit communication at any time by pulling the Clock
line low for at least 100 microseconds. &nbsp;If a transmission is inhibited
before the 11th clock pulse, the device must abort the current transmission
and prepare to retransmit the current "chunk" of data when host releases
Clock. &nbsp;A "chunk" of data could be a make code, break code, device ID,
mouse movement packet, etc. &nbsp;For example, if a keyboard is interrupted
while sending the second byte of a two-byte break code, it will need to retransmit
both bytes of that break code, not just the one that was interrupted.<br>
</p>
<p>If the host pulls clock low before the first high-to-low clock transition,
or after the falling edge of the last clock pulse, the keyboard/mouse does
not need to retransmit any data. &nbsp;However, if new data is created that
needs to be transmitted, it will have to be buffered until the host releases
Clock. &nbsp;Keyboards have a 16-byte buffer for this purpose. &nbsp;If more
than 16 bytes worth of keystrokes occur, further keystrokes will be ignored
until there's room in the buffer. &nbsp;Mice only store the most current movement
packet for transmission. </p>
<p></p>
<p><b>Host-to-Device Communication:</b><br>
</p>
<p>The packet is sent a little differently in host-to-device communication...
</p>
<p>First of all, the PS/2 device always generates the clock signal.&nbsp;
If the host wants to send data, it must first put the Clock and Data lines
in a "Request-to-send" state as follows: </p>
<ul>
<li> Inhibit communication by pulling Clock low for at least
100 microseconds.</li>
<li> Apply "Request-to-send" by pulling Data low, then release
Clock.</li>
</ul>
The device should check for this state at intervals not to exceed 10
milliseconds.&nbsp; When the device detects this state, it will begin
generating Clock signals and clock in eight data bits and one stop bit.&nbsp;
The host changes the Data line only when the Clock line is low, and
data is read by the device when Clock is high.&nbsp; This is opposite of
what occours in device-to-host communication.
<p>After the stop bit is received, the device will acknowledge the received
byte by bringing the Data line low and generating one last clock pulse.&nbsp;
If the host does not release the Data line after the 11th clock pulse, the
device will continue to generate clock pulses until the the Data line is
released (the device will then generate an error.) </p>
<p>The host may abort transmission at time before the 11th clock pulse
(acknowledge bit) by holding Clock low for at least 100 microseconds.
</p>
<p>To make this process a little easier to understand, here's the steps
the host must follow to send data to a PS/2 device: </p>
<blockquote>1)&nbsp;&nbsp; Bring the Clock line low for at least 100
microseconds. <br>
2)&nbsp;&nbsp; Bring the Data line low. <br>
3)&nbsp;&nbsp; Release the Clock line. <br>
4)&nbsp;&nbsp; Wait for the device to bring the Clock line low.
<br>
5)&nbsp;&nbsp; Set/reset the Data line to send the first data bit
<br>
6)&nbsp;&nbsp; Wait for the device to bring Clock high. <br>
7)&nbsp;&nbsp; Wait for the device to bring Clock low. <br>
8)&nbsp;&nbsp; Repeat steps 5-7 for the other seven data bits and the
parity bit <br>
9)&nbsp;&nbsp; Release the Data line. <br>
10) Wait for the device to bring Data low. <br>
11) Wait for the device to bring Clock&nbsp; low. <br>
12) Wait for the device to release Data and Clock</blockquote>
<p><br>
<font color="#000000">Figure 3 shows this graphically and Figure
4 separates the timing to show which signals are generated by the host,
and which are generated by the PS/2 device.&nbsp; Notice the change in timing
for the "ack" bit--the data transition occours when the Clock line is
high (rather than when it is low as is the case for the other 11 bits.)</font>
</p>
<p><font color="#ff0000">Figure 3:&nbsp; Host-to-Device Communication.</font>
<br>
<img src="The%20PS_2%20Mouse_Keyboard%20Protocol_files/waveform2.jpg" width="504" height="131">
</p>
<p><font color="#ff0000">Figure 4:&nbsp; Detailed host-to-device communication.</font>
<br>
<img src="The%20PS_2%20Mouse_Keyboard%20Protocol_files/waveform3.jpg" width="552" height="247">
<br>
&nbsp; </p>
<p>Referring to Figure 4, there's two time quantities the host looks
for. &nbsp;(a) is the time it takes the device to begin generating clock pulses
after the host initially takes the Clock line low, which must be no greater
than 15 ms. (b) is the time it takes for the&nbsp; packet to be sent, which
must be no greater than 2ms.&nbsp; If either of these time limits is not
met, the host should generate an error.&nbsp; Immediately after the "ack"
is received, the host may bring the Clock line low to inhibit communication
while it processes data.&nbsp; If the command sent by the host requires a
response, that response must be received no later than 20 ms after the host
releases the Clock line.&nbsp; If this does not happen, the host generates
an error. </p>
<p></p>
<ul>
<ul>
</ul>
</ul>
<p> </p>
<blockquote> </blockquote>
<b>Other Sources / References:</b>
<ul>
<li> <a href="http://govschl.ndsu.nodak.edu/%7Eachapwes/PICmicro/index.html">Adam's
micro-Resources Home</a></li>
</ul>
<br>
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<p><br>
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