Changes

544 bytes added ,  21:42, 24 July 2020
→‎EEPROM Memory: Add additional IR calibration examples from my own remotes
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| style="border: 1px solid #ccc; padding: 0.2em;" colspan="8" | '''Checksum'''
 
| style="border: 1px solid #ccc; padding: 0.2em;" colspan="8" | '''Checksum'''
 
|}
 
|}
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The data given above decodes to (0A1, 2AA), (399, 28B), (39E, 078), (0A7, 030).
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{{Collapse|title=Additional examples|text=<ul><li><code>b4 b8 b8 a0 ad b6 66 30 a5 61 18</code>: (3B4, 2B8), (0A0, 2B8), (3B6, 066), (0A5, 030)</li><li><code>70 5e 03 7b 50 83 9b b8 7a a5 e6</code>: (070, 05E), (37B, 003), (383, 29B), (07A, 2B8)</li><li><code>83 9b 80 7e 50 8a 4c 3b 8d 98 f7</code>: (083, 29B), (07E, 080), (38A, 04C), (38D, 23B)</li><li><code>6f a9 8b 7d ae 78 5d 03 83 67 e5</code>: (06F, 2A9), (37D, 28B), (078, 05D), (383, 003)</li></ul>}}
    
The four bytes starting at 0x0016 and 0x0020 store the calibrated zero offsets for the accelerometer (high 8 bits of X,Y,Z in the first three bytes, low 2 bits packed in the fourth byte as --XXYYZZ). The four bytes at 0x001A and 0x24 store the force of gravity on those axes. The byte at 0x1e and 0x28 seems to be unused, but apparently used to contain flags related to the speaker volume and the rumble motor (Nintendo games will print a debug message related to it but do not seem to use the value elsewhere).  On all checked remotes, that byte has been 0x40.
 
The four bytes starting at 0x0016 and 0x0020 store the calibrated zero offsets for the accelerometer (high 8 bits of X,Y,Z in the first three bytes, low 2 bits packed in the fourth byte as --XXYYZZ). The four bytes at 0x001A and 0x24 store the force of gravity on those axes. The byte at 0x1e and 0x28 seems to be unused, but apparently used to contain flags related to the speaker volume and the rumble motor (Nintendo games will print a debug message related to it but do not seem to use the value elsewhere).  On all checked remotes, that byte has been 0x40.
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