Wiimote/Extension Controllers/Classic Controller Pro

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The Classic Controller Pro likes non-Pro, but Nintendo replaced 2 analog triggers(LT and LR) with 2 digital button.

Data Format

The Classic Controller Pro reports its information as 6 bytes of data, readable at 0xa40008 and streamable using Data Reporting Modes that include Extension bytes (unused bytes are filled with 0x00). The data is packed into the six bytes as follows (after decryption):

  Bit
Byte 7 6 5 4 3 2 1 0
0 RX<4:3> LX<5:0>
1 RX<2:1> LY<5:0>
2 RX<0> LT<4:3> RY<4:0>
3 LT<2:0> RT<4:0>
4 BDR BDD BLT B- BH B+ BRT 1
5 BZL BB BY BA BX BZR BDL BDU

LX,LY are the left Analog Stick X and Y (0-63), RX and RY are the right Analog Stick X and Y (0-31), and LT and RT are the Left and Right Buttons (0 **OR** 31). The left Analog Stick has twice the precision of the other analog values.

BD{L,R,U,D} are the D-Pad direction buttons. B{ZR,ZL,A,B,X,Y,+,H,-} are the discrete buttons. B{LT,RT} are the digital button click of LT and RT. All buttons are 0 when pressed.

Nintendo games calibrate the center position of the Analog Sticks upon power-up or insertion of the Classic Controller Pro.

Hardware

The classic controller pro uses several different hardware parts for its various inputs.

Input Hardware Circuit board surface and mounting
A membrane switch top
B membrane switch top
- microswitch top
Home microswitch top
+ microswitch top
X membrane switch top
Y membrane switch top
Up membrane switch top
Down membrane switch top
Left membrane switch top
Right membrane switch top
Left joystick X axial potentiometer, 30KΩ daughterboard, through-hole
Left joystick Y axial potentiometer, 30KΩ daughterboard, through-hole
Right joystick X axial potentiometer, 30KΩ linear daughterboard, through-hole
Right joystick Y axial potentiometer, 30KΩ linear daughterboard, through-hole
L switch
R switch
ZL
ZR
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