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Hi, I'm still trying to run a Wireless Nunchuk. One problem is that the address areas where the calibration data normaly stored is for write-only on the wireless nunchuks.
 
Hi, I'm still trying to run a Wireless Nunchuk. One problem is that the address areas where the calibration data normaly stored is for write-only on the wireless nunchuks.
 
But the weird thing about this wireless nunchuk from snakebyte [http://www.amazon.de/Wii-Nunchuk-Controller-schnurlos-wei%C3%9F/dp/B0013F4W9Q/ref=pd_bxgy_vg_img_a] is that I get no response at all until I played MetroidPrime3 or Zelda with it. I am not kidding !!! After playing one of this Games I get all Data only without the Calibration, so I can't really use the data because I don't know how to Calibrate the Accs and the Joystick.
 
But the weird thing about this wireless nunchuk from snakebyte [http://www.amazon.de/Wii-Nunchuk-Controller-schnurlos-wei%C3%9F/dp/B0013F4W9Q/ref=pd_bxgy_vg_img_a] is that I get no response at all until I played MetroidPrime3 or Zelda with it. I am not kidding !!! After playing one of this Games I get all Data only without the Calibration, so I can't really use the data because I don't know how to Calibrate the Accs and the Joystick.
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:I would render a guess that the wireless nunchuck is designed to respond to the series of reports sent to the wiimote by official games, and that homebrew libs aren't doing things in exactly the same order, so something isn't quite working right. In any case, are we able to read actual input from them, and just not calibration data? In this case, it might be possible to provide limited support, especially if it were just for the analog joystick and the buttons. (I don't know of any homebrew that uses the nunchuck's motion sensing.) --[[User:Thegamefreak0134|Thegamefreak0134]] 05:40, 7 January 2009 (UTC)
    
== Tilt Sensor ==
 
== Tilt Sensor ==
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Does the guitar have a separate tilt sensor, or do they use the Wii Remote accelerometer? [[User:Inio|inio]] 13:57, 2 March 2008 (PST)
 
Does the guitar have a separate tilt sensor, or do they use the Wii Remote accelerometer? [[User:Inio|inio]] 13:57, 2 March 2008 (PST)
 
:It does not have an accelerometer.  The guitar is very similar in operation to the classic controller with a couple major differences: (1) obviously it's in a guitar-like housing, (2) it does not have any calibration data (at least it would appear not to) which is necessary to accurately use with whammy bar and joystick, and (3) it has two bytes changed for its unique device identifier. -- [[User:Para|Para]] 07:17, 13 March 2008 (PDT)
 
:It does not have an accelerometer.  The guitar is very similar in operation to the classic controller with a couple major differences: (1) obviously it's in a guitar-like housing, (2) it does not have any calibration data (at least it would appear not to) which is necessary to accurately use with whammy bar and joystick, and (3) it has two bytes changed for its unique device identifier. -- [[User:Para|Para]] 07:17, 13 March 2008 (PDT)
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== Wii Motion Plus ==
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I'd imagine that this would get its own page once it's released and we know more information about it.
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I suppose we can calculate orientation data on the motion plus by correcting the drift with data from the accelerometers. Correct me if I'm wrong, but when the accelerometers are reporting a net force from all three sensors that roughly equals real gravity, this would indicate that no additional force is being applied to the wiimote. In these instances, the values read could be used to "snapshot" the current orientation of the wiimote, or at least as much as we can tell using the accelerometers. You would then be able to use this information to correct any disagreements between the accelerometers and the gyro sensors.
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Assuming one of the sensors detects yaw, it makes sense for the other sensor to detect roll, not pitch. I say this because of the way I've seen the wiimote used in games like raving rabbids. It seems more common to ask the player to put the wiimote in a vertical position, which makes it impossible to measure roll using the accelerometers. (for instance, if you were holding the wiimote straight over your head, the game would be unable to detect a twisting motion made with your hand.) The position of the wiimote that makes it unable to detect pitch is more commonly seen in driving games. In this position, pitch is less important and yaw has the emphasis (but then again yaw is easily calculated from the accelerometers in these cases.) In fact, I think it would be rather weird to play a game requiring me to twist the wiimote left and right while driving, although this would allow for a bit of flexibility in that it would be able to detect when the player had turned in their chair. Why asking the player to face away from the TV screen during a *video* game makes sense is beyond me, but who knows.
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The issue that comes to mind for me is how to calibrate the yaw sensor to the front of the TV. I guess when the wiimote is flat you could calibrate it based on when the sensor bar came into view, but I'm not sure I can see this working for all orientations, or working for a long time with games that don't require the sensor bar. Perhaps the gyro sensors won't produce enough drift to actually make this an issue, so that a game could reasonably calibrate one time during a menu sequence, and then not ever again for the duration of play. This may be even less important if the game uses more gesture recognition than actual direct motion sensing, as gesture recognition doesn't need an accurate measurement. Still, the prospect of a true sword-fighting game for Wii (which I'm surprised hasn't happened yet) still makes me wonder how this attachment is going to be put to use. --[[User:Thegamefreak0134|Thegamefreak0134]] 05:40, 7 January 2009 (UTC)

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