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The 32 bytes from 0x(4)a60020 are, as usual, calibration information, described as follows:
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More examples of this data block changing over time can be found here: Three Data Samples from Wii Motion Plus (Google Doc) (dead link).
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While initialising, the 128 bytes from 0x(4)a60050 - 0x(4)a600cf also change briefly, but randomly, after the extension is initialized. There is no need to read this byte, since games don't. While the Motion Plus is initialising, the value at 0x(4)a600f7 changes from 0x02 to 0x04 to 0x08 to 0x0C to 0x0E then stays at 0x0E. But there is no need to write 00 to 0x(4)a500fb, since Wii games don't do that. The extension is initialised by writing 0x55 to 0x(4)a600f0. If a Wii Motion Plus is not present, or it has already been activated, then the attempt to read those bytes will fail with error 7. Games attempt to detect the Wii Motion Plus by trying to read the two-byte expansion identifier at 0xA600FE (they try up to 3 times, then wait 8 seconds, then check again). The Wii Motion Plus is first identified by the 6 bytes: 00 00 A6 20 00 05 at register address 0x(4)a600fa (instead of 0x(4)a400fa like a regular extension). BUT it changes to 0xA40000 once it is activated by writing 04 to 0xa600fe. The Wii Motion Plus starts off at register 0xA60000 instead of register 0xA40000, because it has its own extension port on the back allowing a Nunchuk for example to be plugged in along with the Wii Motion Plus. 1.2 Classic Controller pass-through mode.
#WIIMOTE MOTION PLUS OSCULATOR SOFTWARE#
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