| I am going to assume you are talking about Windows.  I guess the first thing to make sure is that he has winmm.dll in his computer.  If not create a package with winmm.dll in it. 
 Why winmm.dll? Take a look at the following code from the initilization in targets\glfw\template\glfw\lib\win32\win32_init.c, function: _glfwInitLibraries
 
 
 
    // winmm.dll (for joystick and timer support)
#ifndef _GLFW_NO_DLOAD_WINMM
    _glfwLibrary.Libs.winmm = LoadLibrary( "winmm.dll" );
    if( _glfwLibrary.Libs.winmm != NULL )
    {
        _glfwLibrary.Libs.joyGetDevCapsA = (JOYGETDEVCAPSA_T)
            GetProcAddress( _glfwLibrary.Libs.winmm, "joyGetDevCapsA" );
        _glfwLibrary.Libs.joyGetPos      = (JOYGETPOS_T)
            GetProcAddress( _glfwLibrary.Libs.winmm, "joyGetPos" );
        _glfwLibrary.Libs.joyGetPosEx    = (JOYGETPOSEX_T)
            GetProcAddress( _glfwLibrary.Libs.winmm, "joyGetPosEx" );
        _glfwLibrary.Libs.timeGetTime    = (TIMEGETTIME_T)
            GetProcAddress( _glfwLibrary.Libs.winmm, "timeGetTime" );
        if( _glfwLibrary.Libs.joyGetDevCapsA == NULL ||
            _glfwLibrary.Libs.joyGetPos      == NULL ||
            _glfwLibrary.Libs.joyGetPosEx    == NULL ||
            _glfwLibrary.Libs.timeGetTime    == NULL )
        {
            FreeLibrary( _glfwLibrary.Libs.winmm );
            _glfwLibrary.Libs.winmm = NULL;
            return GL_FALSE;
        }
    }
    else
    {
        return GL_FALSE;
    }
#endif // _GLFW_NO_DLOAD_WINMM
 I guess that will be the starting point for debugging, after that you need to look into win32_joystick.c, firstly function _glfwJoystickPresent.
 
 Hope it is helpful.
 
 
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