mirror of
https://github.com/UberGuidoZ/Flipper.git
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234 lines
12 KiB
Markdown
234 lines
12 KiB
Markdown
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# [FlipperZero] Wii Extension Controller Protocol Analyser
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This Protocol Analyser offers a full Test and Calibrate system for Wii Extension Controllers.
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__Disclaimer:__ *Use of this plugin, and notably connecting an Extension Controller to the FlipperZero is performed entirely at your own risk.*
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# Notes
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This plugin has (todate) only been tested with official Nintendo Nunchucks and Classic Controllers - namely Nunchucks and Classic Controllers.
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# Encryption
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This plugin has SOME code to handle encryption, but it it unused, untested, and some of it is known to un-work.
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This plugin (currently) only works with Extension Controllers which implement the encryption-bypass strategy. IE. `i2c_write(0xf0, 0x55) ; i2c_write(0xfb, 0x00)`
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If you need this functionality, either raise an Issue or, better still, a Pull Request.
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# Screen: SPLASH
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<img src="_images/SPLASH.png" width="256"/><br/>
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The SPLASH Screen is displayed when the Plugin starts. It can be cleared by pressing any key, else it will auto-clear after 3.5 seconds.
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# Screen: WAIT
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<img src="_images/WAIT.png" width="256"/> <img src="_images/Wiring.png" width="512"/><br/><br/>
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The WAIT screen will display which pins you need to connect between the flipper and the Wii Extension Controller.
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__Disclaimer:__ Use of this plugin, and notably connecting the Controller to the FlipperZero is performed entirely at your own risk.
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Looking in to the exposed side of the Extension Controller plug, with the notch on the bottom
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| EC Pin # | EC Position | EC Pin ID | Pin Function | FZ GPIO Pin Name | FZ GPIO Pin # |
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| :---: | :---: | :---: | :---: | :---: | :---: |
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| 1 | top-left | +3v3 | Power | 3v3 | 9 |
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| 2 | bottom-left | SCL | i2c clock | C0 | 16 |
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| 3 | top-centre | EN | ¿detect? | | |
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| 4 | bottom-centre | -x- | -none- | | |
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| 5 | top-right | SDA | i2c data | C1 | 15 |
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| 6 | bottom-right | Gnd | Power | Gnd | 18 |
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Keys:
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* Left - Show splash screen
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* Back - exit plugin
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The easiest way to connect a Wii Extension Controller to a FlipperZero is arguably with a ["WiiChuck"](https://www.ebay.co.uk/sch/?_nkw=wiichuck) or a ["Nunchucky"](https://www.solarbotics.com/product/31040)<br/><br/>
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<table style="border:none">
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<tr><td><img src="_images/WiiChuck.png" width="166"/></td>
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<td><img src="_images/Nunchucky.png" width="128"/></td></tr>
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<tr><td align="center"><a href="https://www.ebay.co.uk/sch/?_nkw=wiichuck">WiiChuck</a></td>
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<td align="center"><a href="https://www.solarbotics.com/product/31040">Nunchucky</a></td></tr>
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</table>
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### ** WARNING **
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Neither the WiiChuck, nor the Nunchucky have a pin polarisation mechanism.<br/>
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If you plug the adaptor in the wrong way around you WILL apply voltage to the Controller the wrong way round!!<br/>
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I have no idea if THIS WILL PERMANENTLY KILL THE CONTROLLER ...Who wants to try it?
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On all the WiiChucks I have seen:
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* The WiiChuck has THREE connectors on one side, and TWO connectors on the other.
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* The side with TWO connectors should go against the side of the Controller plug with the big indent.
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```
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+-------------+
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| _________ |
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| | = = = | |
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| |_=_____=_| | <-- notice missing pin
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| ___ |
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| | | | <-- notice indent
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+----+ +----+
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```
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<img src="_images/plug.png" width="128"/><br/>
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...BUT I *highly* recommend you check the pins on your adaptor to make sure everything goes well.
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I believe the unconnected pin on the top is a "presence detect" function, but I have not (yet) verified this.<br/>
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This feature is NOT required by this plugin, as the detection is performed by means of an i2c handshake.
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When a device is connected it will be immediately recognised. If it is not, either:
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* The Controller is not correctly connected<br/>
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...This may be as simple as a broken wire.
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* The controller board in the Controller is faulty.<br/>
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...Repair of which is beyond the scope of this document.
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To get the list of "known" Controllers, run `./info.sh`<br/>
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As of writing this, that returns:
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```c
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[PID_UNKNOWN ] = { {0x00, 0x00, 0x00, 0x00, 0x00, 0x00}, "Unknown Perhipheral", SCENE_DUMP,
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[PID_NUNCHUCK ] = { {0x00, 0x00, 0xA4, 0x20, 0x00, 0x00}, "Nunchuck", SCENE_NUNCHUCK,
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[PID_CLASSIC ] = { {0x00, 0x00, 0xA4, 0x20, 0x01, 0x01}, "Classic Controller", SCENE_CLASSIC,
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[PID_BALANCE ] = { {0x00, 0x00, 0xA4, 0x20, 0x04, 0x02}, "Balance Board", SCENE_DUMP,
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[PID_GH_GUITAR ] = { {0x00, 0x00, 0xA4, 0x20, 0x01, 0x03}, "Guitar Hero Guitar", SCENE_DUMP,
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[PID_GH_DRUMS ] = { {0x01, 0x00, 0xA4, 0x20, 0x01, 0x03}, "Guitar Hero World Tour Drums", SCENE_DUMP,
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[PID_TURNTABLE ] = { {0x03, 0x00, 0xA4, 0x20, 0x01, 0x03}, "DJ Hero Turntable", SCENE_DUMP,
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[PID_TAIKO_DRUMS] = { {0x00, 0x00, 0xA4, 0x20, 0x01, 0x11}, "Taiko Drum Controller)", SCENE_DUMP,
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```
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You can see that there are EIGHT known devices. One is the default for an unknown controller; SEVEN devices are known by name; and TWO (of those seven) have bespoke "scenes" (ie. SCENE_NUNCHUCK & SCENE_CLASSIC).
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# Screen: NUNCHUCK - MAIN
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<img src="_images/NUNCHUCK.png" width="256"/><br/>
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When you connect a Nunchuck, you will see a screen displaying:
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* Accelerometer{X,Y,Z} values
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* Joystick{X,Y} values
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* Joystick graphic
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* Button{C,Z}
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Keys:
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* Left - Go to the DUMP screen
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* Right - Go to the NUNCHUCK_ACC accelerometers screen
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* Up/Down/OK - [qv. Peak Meters]
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* Short-Back - Reset controller
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* Long-Back - Exit plugin
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# Screen: NUNCHUCK - ACCELEROMETERS
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<img src="_images/NUNCHUCK_anal.png" width="256" align="top"/> <img src="_images/NUNCHUCK_acc.png" width="200"/><br/>
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| Axis | Movement | Lower | Higher |
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| :---: | :---: | :---: | :---: |
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| X | Left / Right | Left | Right |
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| Y | Fwd / Bkwd | Fwd | Bkwd |
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| Z | Down / Up | Down | Up |
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* Movement in the direction of an axis changes that axis reading
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* Twisting/tilting around an axis changes the other two readings
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* EG.
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* Move left (along the X axis) will effect X
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* Turn left (a rotation around the Y axis) will effect X and Z
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Keys:
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* Left - go to the main NUNCHUCK screen
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* Up
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* Auto-Pause Disabled --> Enable Auto-Pause
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* Paused at the end of a page --> Restart scanner
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* Running with Auto-Pause Enabled --> Disable Auto-Pause
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* Nunchuck-Z - Toggle pause
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* Nunchuck-C - Toggle auto-pause
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* Long-OK - Enter Software Calibration mode [qv. Calibration]
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* Calibration mode on the Accelerometer screen will ONLY calibrate the accelerometer
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* Short-OK - Leave Software Calibration mode *and* Calibrate CENTRE position(s)
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* Short-Back - Reset controller
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* Long-Back - Exit plugin
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<sub>NB. Code DOES exist to scroll the display, but the LCD refresh rate is too low, and it looks awful</sub>
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# Screen: CLASSIC
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<img src="_images/CLASSIC.png" width="256"/><img src="_images/CLASSIC_N.png" width="256"/><br/>
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When you connect a Classic Controller [Pro], you will see a screen displaying a Classic Controller
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* The Classic Controller will animate in line with controller events
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* The scan rate is set to 30fps, but in reality there is a bit of lag with the LCD screen, so YMMV.
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Keys:
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* Left - go to the DUMP screen
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* Right - show analogue readings (Left to hide them again)
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* Up/Down/OK - [qv. Peak Meters]
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* Short-Back - Reset controller
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* Long-Back - Exit plugin
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# Screen: DUMP
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<img src="_images/DUMP.png" width="256"/><br/>
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The Dump screen will show you the raw readings from the device.<br/>
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If you connect a device which does not have a bespoke `_decode()` function (etc.), you will see (only) this screen.
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* SID - String ID - human-readable name (from the `info` table)
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* PID - Peripheral ID - The 6 bytes which identify the device.
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* Cal - Calibration data - 16 bytes
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* The bottom row of hex shows the SIX bytes of Controller data
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* Below each hex digit is the binary representation of that digit
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* By example. With a Nunchuck connected, click the Z button, and watch the bit on the far right
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Keys:
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* Right - return to controller-specific screen (if there is one)
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* Short-Back - Reset controller
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* Long-Back - Exit plugin
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# Peak Meters (Calibration values)
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On any Controller-specific screen with a Peak/Trough menu displayed:
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* Up - [toggle] only show peak values
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* Down - [toggle] only show trough values
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* Long-OK - Enter Software Calibration mode [qv. Calibration]
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* Short-OK - Leave Software Calibration mode / Calibrate CENTRE position(s)
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# Calibration
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<img src="_images/NUNCHUCK_cal.gif" width="256"/><br/>
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Digital buttons do NOT require Calibration.
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Some controllers have Calibration data which is calculated at the factory, and stored in memory (¿OTP?) on the Controller.
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EG. Classic Controller HAS Calibration data, but Classic Controller Pro does NOT!
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Each device has a different way to interpret the Calibration Data.<br/>
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EG. A Nunchuck has one joystick, and an accelerometer ...whereas a Classic Controller has 2 joysticks and 2 analogue buttons.
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I have personally found the calibration data to be inaccurate (when compared to actual readings), I guess Controllers drift over the years‽
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If the factory-values LIMIT movement, this is easily resolved - by expanding them on-the-fly.<br/>
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BUT, I have seen Controllers with factory calibration data that suggests the limits are FURTHER than the joystick can reach ...and this requires a full re-calibration of the Controller!
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Probably the best way to calibrate is to:
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* Take a/some reading(s) while the Controller is 'at rest', IE. perfectly still and level.
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* Move the Controller to all extremes and store the extreme {peak/trough} values.
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Nintendo (allegedly) take the 'at rest' reading immediately after the Controller is connected, and a 're-calibration' can be performed at any time by pressing {`A`, `B`, `+`, `-`} at the same time, for at least 3 seconds. Although I have no details on what this actually does.
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### This tool calibrates as such:
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* When the Controller is first recognised
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* The factory Calibration data is used to decide the Centre/Middle position and extreme values (eg. far-left & far-right) for each analogue Control
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* Long-OK button press (on the FlipperZero) ...Do NOT touch ANY of the analogue controllers while you are pressing Long-OK
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* Start the calibrate button flashing
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* Take the current reading as the Centre position
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* Set the range limits to "no range"
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* You must now move the Control between its extremes, so the code can work out the new Calibration/range/peak+trough values
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* When done, press Short-OK to end Software Calibration mode
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* Short-OK button press (on the FlipperZero) ...Do NOT touch ANY of the analogue controllers while you are pressing Short-OK
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* Stop the calibrate button flashing
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* Calibrate the centre position of all analogue controls (accelerometers not supported (yet))
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# Screen: DEBUG
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<img src="_images/DEBUG.png" width="256"/><br/>
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On any screen (except SPLASH) you may press Long-Down to enter Debug mode.
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You can (at any time) attach to the FlipperZero (via USB) with a serial console {`minicom`, `putty`, whatever} and start the `log` function to see the debug messages.
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When you enter the DEBUG screen, the real-time scanner will be stopped. And the following keys made available:
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* Up - Attempt to initialise the attached Controller
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* OK - Take a reading from the attached Controller
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* Long-Down - Restart the real-time scanner and return to the WAIT screen
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You can limit the messages at compile-time [see `./info.sh`], or at runtime [FZ->Settings->System->LogLevel]<br/>
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[This is probably irrelevant since the introduction of FAP support]<br/>
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If you have memory issues, limiting the messages at compile-time will make the plugin smaller.<br/>
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But (¿obviously?) the more you limit the messsages, the less debug information will be sent to the logger.
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# TODO
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* FZ Bug: At the time of writing this, there are problems with the i2c FZ functions [qv `i2c_workaround.c`]
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