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Small change to my last commit, thanks for Billiard passing me the proper checksum for the old used calibration data. cheers!
I changed the checksum in the new wiimote plugin as well. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5523 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -147,20 +147,9 @@ static const u8 nunchuck_calibration[] =
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0xb3,0xb3,0xb3,0x00, // x, y, z g-force values
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0xff, 0x00, 0x80, 0xff, // 0xff max, 0x00 min, 0x80 = analog stick x and y axis center
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0x00, 0x80, 0xee, 0x43 // checksum on the last two bytes
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// In fact, this checksum is invalid. Games that validate this checksum will write 0x01
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// to register 0xA400F3 when invalid) snzgoo
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// However, as long the game doesn't care about the checksum(98% doesn't, RedSteel2/Wii SportsResort does tho., probably most MotionPlus games), it won't matter.
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0x00, 0x80, 0xec, 0x41 // checksum on the last two bytes
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};
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//This is real calibration data with a proper valid checksum.
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static const u8 nunchuck_calibration_valid[] =
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{
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0x7d, 0x80, 0x80, 0x1a,
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0xb1, 0xb2, 0xb4, 0x08,
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0xe5, 0x1c, 0x80, 0xde,
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0x21, 0x7c, 0x07, 0x5c
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};
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static const u8 wireless_nunchuck_calibration[] =
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{
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