Step 1: Send gpd_askctype to the device and check for a gpct_nocontroller return. Never issue gpd_setctype without checking whether the desired gameport unit is in use. Step 2: If GPCT_NOCONTROLLER is returned, you have access to the gameport. Set the allocation flag to GPCT_MOUSE, GPCT_ABSJOYSTICK or GPCT_RELJOYSTICK if you use a system supported controller, or GPCT_ALLOCATED if you use a custom controller. struct IOStdReq *GameIO; /* Must be initialized prior to using */ BOOL set_controller_type(type) BYTE type; { BOOL success = FALSE; BYTE controller_type = 0; Forbid(); /*critical section start */ GameIO->io_Command = GPD_ASKCTYPE; /* inquire current status */ GameIO->io_Length = 1; GameIO->io_Flags = IOF_QUICK; GameIO->io_Data = (APTR)&controller_type; /* put answer in here */ DoIO(GameIO); /* No one is using this device unit, let's claim it */ if (controller_type == GPCT_NOCONTROLLER) { GameIO->io_Command = GPD_SETCTYPE;/* set controller type */ GameIO->io_Length = 1; GameIO->io_Data = (APTR)&type; /* set to input param */ DoIO( GameIO); success = TRUE; UnitOpened = TRUE; } Permit(); /* critical section end */ /* success can be TRUE or FALSE, see above */ return(success); } Step 3: The program must set the controller type back to GPCT_NOCONTROLLER upon exiting your program: struct IOStdReq *GameIO; /* Must be initialized prior to using */ void free_gp_unit() { BYTE type = GPCT_NOCONTROLLER; GameIO->io_Command = GPD_SETCTYPE; /* set controller type */ GameIO->io_Length = 1; GameIO->io_Data = (APTR)&type; /* set to unused */ DoIO( GameIO); } This three step protocol allows applications to share the gameport device in a system compatible way. A Word About The Functions. --------------------------- The functions shown above are designed to be included in any application using the gameport device. The first function, set_controller_type(), would be the first thing done after opening the gameport device. The second function, free_gp_unit(), would be the last thing done before closing the device.