Line 47:
Line 47:
| style="border: 1px solid #ccc; padding: 0.2em;" | '''B'''<span style="color: #c00;">Z</span>
| style="border: 1px solid #ccc; padding: 0.2em;" | '''B'''<span style="color: #c00;">Z</span>
|}
|}
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SX,SY are the Analog Stick X and Y positions, while AX, AY, and AZ are the 10-bit accelerometer data (in the same format as described in [[Wiimote#Accelerometer]]). BC and BZ are the state of the C and Z buttons (0=pressed).
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SX,SY are the Analog Stick X and Y positions, while AX, AY, and AZ are the 10-bit accelerometer data (in the same format as described in [[Wiimote#Accelerometer]]). The values returned by the analog stick in the nunchuk enclosure do not encompass the full possible range, but rather have upper and lower bounds. These bounds seem to be in the same range across Nunchuks, but there is some variation. Analog stick X returns data from around 35 (fully left) to 228(fully right), while analog stick Y returns from around 27 to 220.
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The accelerometer data uses the full range of 0-1024. However, the full range is only seen when moving or rotating the Nunchuk sharply. To measure still Nunchuk rotation in space, the following approximate bounds apply: X goes from around 300 (fully tilted left) to 740 (tilted right), turning further starts bringing the value closer to 512 (neutral position). Similarly, Y goes from around 280 (tilted backwards) to 720 (forwards). Z goes from 320 (upside-down) to 760 (right-side up).
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BC and BZ are the state of the C and Z buttons (0=pressed).
Nintendo games calibrate the center position of the Analog Stick upon power-up or insertion of the Nunchuk. The mechanism for that is unknown.
Nintendo games calibrate the center position of the Analog Stick upon power-up or insertion of the Nunchuk. The mechanism for that is unknown.