Building A Nunchuk Class - Arduino Uno Quick Start Manual

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• Byte 1 contains the analog stick s x-axis value, and in byte 2 you ll find
the stick s y-axis value. Both are 8-bit numbers and range from about 29
to 225.
• Acceleration values for the x-, y-, and z-axes are three 10-bit numbers.
Bytes 3, 4, and 5 contain their eight most significant bits. You can find
the missing two bits for each of them in byte 6.
• Byte 6 has to be interpreted bit-wise. Bit 0 (the least significant bit) con-
tains the status of the Z-button. It s 0 if the button was pressed; otherwise,
it is 1. Bit 1 contains the C-button s status.
The remaining six bits contain the missing least significant bits of the accel-
eration values. Bits 2 and 3 belong to the x-axis, bits 4 and 5 belong to Y,
and bits 6 and 7 belong to Z.
Now that you know how to interpret the data you get from the Nunchuk, you
can start to build a
Improve People's Lives with Tinkering
Because of its popularity, peripheral equipment for modern game consoles often is
unbelievably cheap. Also, it s no longer limited to classic controllers; you can buy
things such as snowboard simulators or cameras. So, it comes as no surprise that
creative people have built many interesting projects using hardware that was origi-
nally built for playing games.
An impressive and useful tinkering project is the EyeWriter.
Eye (a camera for Sony s PlayStation 3) to track the movement of human eyes.
A team of hackers built it to enable their paralyzed friend to draw graffiti using his
eyes. Because of a disease, this friend, an artist, is almost completely physically
paralyzed and can move only his eyes. With the EyeWriter, he can create amazing
artwork again.
It s not an Arduino project, but it s definitely worth a look.
a.
http://www.eyewriter.org/

Building a Nunchuk Class

The interface of our
looks as follows:
Tinkering/NunchukDemo/nunchuk.h
#ifndef __NUNCHUK_H__
Line 1
#define __NUNCHUK_H__
-
#define NUNCHUK_BUFFER_SIZE 6
-
class to control it.
Nunchuk
Nunchuk
class (and the main part of its implementation)
www.it-ebooks.info
Chapter 9. Tinkering with the Wii Nunchuk
a
It uses the PlayStation
148
report erratum
discuss

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