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		<updated>2026-05-23T22:46:18Z</updated>
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	<entry>
		<id>https://xboxdevwiki.net/index.php?title=Kernel_Debug&amp;diff=7428</id>
		<title>Kernel Debug</title>
		<link rel="alternate" type="text/html" href="https://xboxdevwiki.net/index.php?title=Kernel_Debug&amp;diff=7428"/>
				<updated>2026-04-01T03:06:38Z</updated>
		
		<summary type="html">&lt;p&gt;CrunchBite: Fix typos and broken link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Only enabled in debug kernels, a Xbox with serial port can be kernel debugged with windbg.&lt;br /&gt;
Only executable that have debugging switched on can be debugged over serial as well(?) {{citation needed}}&lt;br /&gt;
{FIXME| Explain with more details ;) }&lt;br /&gt;
&lt;br /&gt;
XEMU emulates this serial port, which uses a [[Super_I/O]].&lt;br /&gt;
&lt;br /&gt;
== KD Commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CTRL+B&amp;lt;/code&amp;gt;&lt;br /&gt;
| Exit the kernel debugger.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;amp;lt;ENTER&amp;amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Repeat the last command you entered.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;?&amp;lt;/code&amp;gt;&lt;br /&gt;
| Display a quick reference of basic debugger commands.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;.help&amp;lt;/code&amp;gt;&lt;br /&gt;
| List meta‑commands available in the debugger.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;!help&amp;lt;/code&amp;gt;&lt;br /&gt;
| List the extension commands provided by debugger plugins.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;x MODULE!SYMBOL&amp;lt;/code&amp;gt;&lt;br /&gt;
| Show symbols within a module (supports wildcards). e.g. &amp;lt;code&amp;gt;Vidya!*&amp;lt;/code&amp;gt; lists all symbols starting with “Vidya”.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;db ADDRESS&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump raw bytes at the specified address, with any printable ASCII alongside.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dd ADDRESS&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump memory as 32‑bit words starting at the given address.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;df ADDRESS&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump memory as floating‑point values from the given address.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dds ADDRESS&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump 32‑bit words and resolve any that match symbol names—handy for spotting return addresses on the stack.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dt TYPE ADDRESS&amp;lt;/code&amp;gt;&lt;br /&gt;
| Display the fields of a structure type at a memory address. Add &amp;lt;code&amp;gt;-b&amp;lt;/code&amp;gt; to recurse into nested structures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;rM 54&amp;lt;/code&amp;gt;&lt;br /&gt;
| Show FP/MMX/XMM register contents (note the uppercase “M”).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;rM 1fd&amp;lt;/code&amp;gt;&lt;br /&gt;
| Show all CPU registers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;p&amp;lt;/code&amp;gt;&lt;br /&gt;
| Step over the next instruction (runs calls/interrupts without entering them).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;t&amp;lt;/code&amp;gt;&lt;br /&gt;
| Step into the next instruction (enters calls and interrupts).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bp ADDRESS&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set a breakpoint at the specified instruction address.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bp ADDRESS &amp;quot;commands&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
| Create a breakpoint that executes a sequence of commands when hit (semicolon‑separated).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ba w1 ADDRESS&amp;lt;/code&amp;gt;&lt;br /&gt;
| Set a data breakpoint on writes to one byte at ADDRESS. Use “r” for reads, or “2”/“4” for word/dword sizes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bl&amp;lt;/code&amp;gt;&lt;br /&gt;
| List all active breakpoints.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bc INDEX&amp;lt;/code&amp;gt;&lt;br /&gt;
| Clear the breakpoint with the given index (as shown by &amp;lt;code&amp;gt;bl&amp;lt;/code&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;!memusage&amp;lt;/code&amp;gt;&lt;br /&gt;
| Display a summary of free memory pages and usage by category.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;!heap 0 -a&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dump detailed heap entries for all heaps (can generate a lot of output).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;!handle 0 7&amp;lt;/code&amp;gt;&lt;br /&gt;
| List all open handles in the system (files, threads, etc.).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;!poolused 3&amp;lt;/code&amp;gt;&lt;br /&gt;
| Report how pool memory is allocated across different tags.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;!poolfind TAG&amp;lt;/code&amp;gt;&lt;br /&gt;
| List every pool allocation marked with the four‑character TAG.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;.reboot&amp;lt;/code&amp;gt;&lt;br /&gt;
| Restart the console.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;.sympath&amp;lt;/code&amp;gt;&lt;br /&gt;
| Show the current symbol search paths.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;.sympath PATH&amp;lt;/code&amp;gt;&lt;br /&gt;
| Change the symbol path to PATH; use &amp;lt;code&amp;gt;.reload&amp;lt;/code&amp;gt; to apply.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;.echotimestamps&amp;lt;/code&amp;gt;&lt;br /&gt;
| Toggle timestamps on debug messages and break notifications.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;r&amp;lt;/code&amp;gt;&lt;br /&gt;
| Shows the current register values.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;kp&amp;lt;/code&amp;gt;&lt;br /&gt;
| Displays the call stack with function parameters and line numbers. If &amp;lt;code&amp;gt;kp&amp;lt;/code&amp;gt; isn’t supported in your debugger version, use &amp;lt;code&amp;gt;kb&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dd esp L80&amp;lt;/code&amp;gt;&lt;br /&gt;
| Dumps raw stack memory as DWORDs starting at &amp;lt;code&amp;gt;esp&amp;lt;/code&amp;gt; (the stack pointer). &amp;lt;code&amp;gt;L80&amp;lt;/code&amp;gt; specifies length 0x80 (128 DWORDs), letting you inspect local variables on the stack.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ln eip&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;u xxxxxxxx xxxxxxxx&amp;lt;/code&amp;gt;&lt;br /&gt;
| Lists symbols around the current instruction pointer (&amp;lt;code&amp;gt;eip&amp;lt;/code&amp;gt;) so you can see where the crash happened, for example:&lt;br /&gt;
:&amp;lt;code&amp;gt;(00011050) YourGame!main+0x9&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;(0001109d) YourGame!DebugBreak.Next&amp;lt;/code&amp;gt;&lt;br /&gt;
Then use those addresses with &amp;lt;code&amp;gt;u&amp;lt;/code&amp;gt; to disassemble that code range (e.g. &amp;lt;code&amp;gt;u 00011050 0001109d&amp;lt;/code&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;!process 0 7&amp;lt;/code&amp;gt;&lt;br /&gt;
| Shows details about the current process and prints a call stack for each thread.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dd nt!KeTickCount L1&amp;lt;/code&amp;gt;&lt;br /&gt;
| Displays the kernel tick count (milliseconds since boot, excluding debugger pauses). Divide the result by 1,000 for seconds or by 3,600,000 for hours.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CrunchBite</name></author>	</entry>

	<entry>
		<id>https://xboxdevwiki.net/index.php?title=Xbe&amp;diff=7427</id>
		<title>Xbe</title>
		<link rel="alternate" type="text/html" href="https://xboxdevwiki.net/index.php?title=Xbe&amp;diff=7427"/>
				<updated>2026-03-25T04:11:42Z</updated>
		
		<summary type="html">&lt;p&gt;CrunchBite: Add missing link(s) for XBE logo format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XBE}}&lt;br /&gt;
XBE files (XBox Executable) are the main files that are executed in the Xbox System. In official games, these files are created by game developers, and then signed by Microsoft. &lt;br /&gt;
&lt;br /&gt;
The file structure is adapted from Windows PE files. It is very similar, however it has important changes for the Xbox. The file is composed of an image header, a certificate, a collection of section headers, a collection of library versions, thread local storage data, a Microsoft bitmap, and the sections that contain the code and resources.&lt;br /&gt;
&lt;br /&gt;
= Image Header = &lt;br /&gt;
&lt;br /&gt;
The image header contains the information that describes where the other parts of the executable are located within the file, and how the executable should be treated and loaded. It has the following layout (all fields are little-endian):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Size&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! 0x0000&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Magic Number&lt;br /&gt;
| This field must always equal 0x48454258 (&amp;quot;XBEH&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
! 0x0004&lt;br /&gt;
! 0x0100&lt;br /&gt;
| Digital Signature&lt;br /&gt;
| 256 Bytes. This is where a game is signed. Only on officially signed games is this field worthwhile.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0104&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Base Address&lt;br /&gt;
| Address at which to load this .XBE. Typically this will be 0x00010000.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0108&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Size of Headers&lt;br /&gt;
| Number of bytes that should be reserved for headers.&lt;br /&gt;
|-&lt;br /&gt;
! 0x010C&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Size of Image&lt;br /&gt;
| Number of bytes that should be reserved for this image.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0110&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Size of Image Header&lt;br /&gt;
| Number of bytes that should be reserved for the image header. The header size varies by XDK version, but is at least 0x178.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0114&lt;br /&gt;
! 0x0004&lt;br /&gt;
| TimeDate&lt;br /&gt;
| Time and Date when this image was created. UNIX timestamp format.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0118&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Certificate Address&lt;br /&gt;
| Address to a [[#Certificate|Certificate]] structure, after the .XBE is loaded into memory.&lt;br /&gt;
|-&lt;br /&gt;
! 0x011C&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Number of Sections&lt;br /&gt;
| Number of sections contained in this .XBE.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0120&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Section Headers Address&lt;br /&gt;
| Address to an array of SectionHeader structures, after the .XBE is loaded into memory.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0124&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Initialization Flags&lt;br /&gt;
| Various flags for this .XBE file. Known flags are:&lt;br /&gt;
&lt;br /&gt;
  MountUtilityDrive  = 0x00000001&lt;br /&gt;
  FormatUtilityDrive = 0x00000002&lt;br /&gt;
  Limit64Megabytes   = 0x00000004&lt;br /&gt;
  DontSetupHarddisk  = 0x00000008&lt;br /&gt;
|-&lt;br /&gt;
! 0x0128&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Entry Point&lt;br /&gt;
| Address to the Image entry point, after the .XBE is loaded into memory. This is where execution starts.&lt;br /&gt;
&lt;br /&gt;
This value is encoded with an XOR key. Considering this is far too weak to be considered security, I assume this XOR is a clever method for discerning between Debug/Retail .XBE files without adding another field to the .XBE header. The XOR key is dependant on the build:&lt;br /&gt;
&lt;br /&gt;
  Beta = 0xE682F45B, Debug = 0x94859D4B, Retail = 0xA8FC57AB&lt;br /&gt;
&lt;br /&gt;
To encode an entry point, you simply XOR the real entry point with either Debug or Retail key, depending on if you want the XBox to see this as a Debug or Retail executable.&lt;br /&gt;
&lt;br /&gt;
To decode an entry point, you XOR with the debug key, then check if it is a valid entry point. If it is not, then you try again with the retail key.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Note: The Kernel Image Thunk Address member of this header must also be encoded as described later in this document.&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! 0x012C&lt;br /&gt;
! 0x0004&lt;br /&gt;
| TLS Address&lt;br /&gt;
| Address to a [[#TLS Table|TLS]] (Thread Local Storage) structure.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0130&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Stack Size&lt;br /&gt;
| Default stack size. As the Xbox does not allow for stacks to grow, this needs to be copied from the SizeOfStackReserve PE field, not SizeOfStackCommit!&lt;br /&gt;
|-&lt;br /&gt;
! 0x0134&lt;br /&gt;
! 0x0004&lt;br /&gt;
| PE Heap Reserve&lt;br /&gt;
| Copied from the PE file this .XBE was created from.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0138&lt;br /&gt;
! 0x0004&lt;br /&gt;
| PE Heap Commit&lt;br /&gt;
| Copied from the PE file this .XBE was created from.&lt;br /&gt;
|-&lt;br /&gt;
! 0x013C&lt;br /&gt;
! 0x0004&lt;br /&gt;
| PE Base Address&lt;br /&gt;
| Copied from the PE file this .XBE was created from.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0140&lt;br /&gt;
! 0x0004&lt;br /&gt;
| PE Size of Image&lt;br /&gt;
| Copied from the PE file this .XBE was created from.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0144&lt;br /&gt;
! 0x0004&lt;br /&gt;
| PE Checksum&lt;br /&gt;
| Copied from the PE file this .XBE was created from.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0148&lt;br /&gt;
! 0x0004&lt;br /&gt;
| PE TimeDate&lt;br /&gt;
| Copied from the PE file this .XBE was created from (UNIX timestamp format).&lt;br /&gt;
|-&lt;br /&gt;
! 0x014C&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Debug PathName Address&lt;br /&gt;
| Address to the debug pathname (i.e. &amp;quot;D:\Nightlybuilds\011026.0\code\build\xbox\Release\simpsons.exe&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
! 0x0150&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Debug FileName Address&lt;br /&gt;
| Address to the debug filename (i.e. &amp;quot;simpsons.exe&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
! 0x0154&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Address to the UTF-16 debug filename (i.e. L&amp;quot;simpsons.exe&amp;quot;)&lt;br /&gt;
| UTF-16 Debug FileName Address&lt;br /&gt;
|-&lt;br /&gt;
! 0x0158&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Kernel Image Thunk Address&lt;br /&gt;
| Address to the Kernel Image Thunk Table, after the .XBE is loaded into memory. This is how .XBE files import kernel functions and data.&lt;br /&gt;
&lt;br /&gt;
This value is encoded with an XOR key. Considering this is far too weak to be considered security, I assume this XOR is a clever method for discerning between Debug/Retail .XBE files without adding another field to the .XBE header. The XOR key is dependant on the build:&lt;br /&gt;
&lt;br /&gt;
  Beta = 0x46437DCD, Debug = 0xEFB1F152, Retail = 0x5B6D40B6&lt;br /&gt;
&lt;br /&gt;
To encode a kernel thunk address, you simply XOR the real address with either Debug or Retail key, depending on if you want the XBox to see this as a Debug or Retail executable.&lt;br /&gt;
&lt;br /&gt;
To decode a kernel thunk address, you XOR with the debug key, then check if it is a valid address. If it is not, then you try again with the retail key.&lt;br /&gt;
&lt;br /&gt;
The Kernel Thunk Table itself is simply an array of pointers to Kernel imports. There are 366 possible imports, and the table is terminated with a zero dword (0x00000000). Typically the values in this table can be generated with the following formula:&lt;br /&gt;
&lt;br /&gt;
  KernelThunkTable[v] = ImportThunk + 0x80000000;&lt;br /&gt;
&lt;br /&gt;
so, for example, the import PsCreateSystemThreadEx, which has a thunk value of 255 (0xFF) would be...&lt;br /&gt;
&lt;br /&gt;
  KernelThunkTable[v] = 0xFF + 0x80000000; // (0x800000FF)&lt;br /&gt;
&lt;br /&gt;
When the .XBE is loaded by the OS (or the CXBX Emulator), all kernel imports are replaced by a valid function or data type address. In the case of CXBX, the import table entry at which (KernelThunkTable[v] &amp;amp; 0x1FF == 0xFF) will be replaced by &amp;amp;cxbx_PsCreateSystemThreadEx (which is a wrapper function).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Note: The Entry Point member of this header must also be encoded as described earlier in this document.&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! 0x015C&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Non-Kernel Import Directory Address&lt;br /&gt;
| Address to the Non-Kernel Import Directory. It is typically safe to set this to zero.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0160&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Number of Library Versions&lt;br /&gt;
| Number of Library Versions pointed to by Library Versions Address.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0164&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Library Versions Address&lt;br /&gt;
| Address to an array of LibraryVersion structures, after the .XBE is loaded into memory.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0168&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Kernel Library Version Address&lt;br /&gt;
| Address to a LibraryVersion structure, after the .XBE is loaded into memory.&lt;br /&gt;
|-&lt;br /&gt;
! 0x016C&lt;br /&gt;
! 0x0004&lt;br /&gt;
| XAPI Library Version Address&lt;br /&gt;
| Address to a LibraryVersion structure, after the .XBE is loaded into memory.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0170&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Logo Bitmap Address&lt;br /&gt;
| Address to the Logo Bitmap (Typically a &amp;quot;Microsoft&amp;quot; logo). The format of this image is described [https://xbdev.net/fileformats/xbe/NonOfficialXBEFileFormat.pdf here.] This field can be set to zero, meaning there is no bitmap present.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0174&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Logo Bitmap Size&lt;br /&gt;
| Size (in bytes) of the Logo Bitmap data. The format of this image is described [https://xbdev.net/fileformats/xbe/NonOfficialXBEFileFormat.pdf here.]&lt;br /&gt;
|-&lt;br /&gt;
! 0x0178&lt;br /&gt;
! 0x0008&lt;br /&gt;
| Unknown1&lt;br /&gt;
| The meaning of this field hasn't been figured out yet. It only exists on XBEs built with an XDK version &amp;gt;= 5028.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0180&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Unknown2&lt;br /&gt;
| The meaning of this field hasn't been figured out yet. It only exists on XBEs built with an XDK version &amp;gt;= 5455.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== LibraryVersion Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Size&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! 0x0000&lt;br /&gt;
! 0x0008&lt;br /&gt;
| Library Name&lt;br /&gt;
| 8-byte ASCII-name of this library. (i.e. &amp;quot;XAPILIB&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
! 0x0008&lt;br /&gt;
! 0x0002&lt;br /&gt;
| Major Version&lt;br /&gt;
| Major version for this library (2-byte WORD). &lt;br /&gt;
|-&lt;br /&gt;
! 0x000A&lt;br /&gt;
! 0x0002&lt;br /&gt;
| Minor Version &lt;br /&gt;
| Minor version for this library (2-byte WORD). &lt;br /&gt;
|-&lt;br /&gt;
! 0x000C&lt;br /&gt;
! 0x0002&lt;br /&gt;
| Build Version&lt;br /&gt;
| Build version for this library (2-byte WORD).&lt;br /&gt;
|-&lt;br /&gt;
! 0x000E&lt;br /&gt;
! 0x0002&lt;br /&gt;
| Library Flags&lt;br /&gt;
| Various flags for this library. The fields are:&lt;br /&gt;
&lt;br /&gt;
  QFEVersion  = 0x1FFF (13-Bit Mask)&lt;br /&gt;
  Approved    = 0x6000 (02-Bit Mask)&lt;br /&gt;
  Debug Build = 0x8000 (01-Bit Mask)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TLS Table ==&lt;br /&gt;
&lt;br /&gt;
The TLS Table contains all the information needed by the XBE to properly set up thread-local storage. It is structurally identical to the TLS Directory found in PE32 files&amp;lt;ref&amp;gt;https://docs.microsoft.com/en-us/windows/win32/debug/pe-format#the-tls-section&amp;lt;/ref&amp;gt;, and can be directly copied from there. If the XBE does not use any thread-local storage, this table may be omitted, and the respective field in the image header set to zero.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
|-&lt;br /&gt;
! Offset&lt;br /&gt;
! Size&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! 0x0000&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Raw Data Start&lt;br /&gt;
| Absolute (i.e. not an RVA) address of start of the TLS variable data in the program image.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0004&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Raw Data End&lt;br /&gt;
| Absolute (i.e. not an RVA) address of end of the TLS variable data in the program image.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0008&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Address of Index&lt;br /&gt;
| Absolute (i.e. not an RVA) address of the TLS Index variable.&lt;br /&gt;
|-&lt;br /&gt;
! 0x000C&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Address of Callbacks&lt;br /&gt;
| Absolute (i.e. not an RVA) address of the null-terminated TLS callback functions table.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0010&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Size of Zero Fill&lt;br /&gt;
| The number of bytes following the raw data that should be set to zero in memory.&lt;br /&gt;
|-&lt;br /&gt;
! 0x0014&lt;br /&gt;
! 0x0004&lt;br /&gt;
| Characteristics&lt;br /&gt;
| Describes alignment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Certificate =&lt;br /&gt;
&lt;br /&gt;
Each Xbox executable has a certificate that contains information about the title.&lt;br /&gt;
&lt;br /&gt;
* Time and date when the certificate was created&lt;br /&gt;
* Title ID&lt;br /&gt;
* Title name&lt;br /&gt;
* Alternative title IDs&lt;br /&gt;
* Allowed types of media that the executable can be run from (HD, DVD, CD, etc.)&lt;br /&gt;
* Game region&lt;br /&gt;
* Game ratings&lt;br /&gt;
* Disk number&lt;br /&gt;
* Version&lt;br /&gt;
* LAN key raw data used for [[System Link]]&lt;br /&gt;
* Signature key raw data (used to sign [[Xbox Savegame System|savegames]])&lt;br /&gt;
* Alternate signature keys&lt;br /&gt;
* Original size of the certificate&lt;br /&gt;
* Online service name (not present in early executables)&lt;br /&gt;
* Run time security flags (not present in early executables)&lt;br /&gt;
&lt;br /&gt;
=== Title ID ===&lt;br /&gt;
&lt;br /&gt;
A title ID is usually 2 ASCII letters for the publisher, followed by a u16 integer game number (Above 2000 for non-original Xbox games)&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Publisher ID !! Name&lt;br /&gt;
|-&lt;br /&gt;
| AC || Acclaim Entertainment&lt;br /&gt;
|-&lt;br /&gt;
| AH || ARUSH Entertainment&lt;br /&gt;
|-&lt;br /&gt;
| AP || Aquaplus&lt;br /&gt;
|-&lt;br /&gt;
| AQ || Aqua System&lt;br /&gt;
|-&lt;br /&gt;
| AS || ASK&lt;br /&gt;
|-&lt;br /&gt;
| AT || Atlus&lt;br /&gt;
|-&lt;br /&gt;
| AV || Activision&lt;br /&gt;
|-&lt;br /&gt;
| AY || Aspyr Media&lt;br /&gt;
|-&lt;br /&gt;
| BA || Bandai&lt;br /&gt;
|-&lt;br /&gt;
| BL || Black Box&lt;br /&gt;
|-&lt;br /&gt;
| BM || BAM! Entertainment&lt;br /&gt;
|-&lt;br /&gt;
| BR || Broccoli Co.&lt;br /&gt;
|-&lt;br /&gt;
| BS || Bethesda Softworks&lt;br /&gt;
|-&lt;br /&gt;
| BU || Bunkasha Co.&lt;br /&gt;
|-&lt;br /&gt;
| BV || Buena Vista Games&lt;br /&gt;
|-&lt;br /&gt;
| BW || BBC Multimedia&lt;br /&gt;
|-&lt;br /&gt;
| BZ || Blizzard&lt;br /&gt;
|-&lt;br /&gt;
| CC || Capcom&lt;br /&gt;
|-&lt;br /&gt;
| CK || Kemco Corporation {{citation needed|reason=Did they realy swapped the ASCII letters? is KC a curced acroniem in Japan? Just want to be sure its Kemco|date=May 2017}}&lt;br /&gt;
|-&lt;br /&gt;
| CM || Codemasters&lt;br /&gt;
|-&lt;br /&gt;
| CT || CTO S.p.A.&lt;br /&gt;
|-&lt;br /&gt;
| CV || Crave Entertainment&lt;br /&gt;
|-&lt;br /&gt;
| DC || DreamCatcher Interactive&lt;br /&gt;
|-&lt;br /&gt;
| DX || Davilex&lt;br /&gt;
|-&lt;br /&gt;
| EA || Electronic Arts (EA)&lt;br /&gt;
|-&lt;br /&gt;
| EC || Encore inc&lt;br /&gt;
|-&lt;br /&gt;
| EL || Enlight Software&lt;br /&gt;
|-&lt;br /&gt;
| EM || Empire Interactive&lt;br /&gt;
|-&lt;br /&gt;
| ES || Eidos Interactive&lt;br /&gt;
|-&lt;br /&gt;
| FI || Fox Interactive&lt;br /&gt;
|-&lt;br /&gt;
| FS || From Software&lt;br /&gt;
|-&lt;br /&gt;
| GE || Genki Co.&lt;br /&gt;
|-&lt;br /&gt;
| GV || Groove Games&lt;br /&gt;
|-&lt;br /&gt;
| HE || Tru Blu (Entertainment division of Home Entertainment Suppliers)&lt;br /&gt;
|-&lt;br /&gt;
| HP || Hip games&lt;br /&gt;
|-&lt;br /&gt;
| HU || Hudson Soft&lt;br /&gt;
|-&lt;br /&gt;
| HW || Highwaystar&lt;br /&gt;
|-&lt;br /&gt;
| IA || Mad Catz Interactive&lt;br /&gt;
|-&lt;br /&gt;
| IF || Idea Factory&lt;br /&gt;
|-&lt;br /&gt;
| IG || Infogrames&lt;br /&gt;
|-&lt;br /&gt;
| IL || [[Interlex Corporation]]&lt;br /&gt;
|-&lt;br /&gt;
| IM || Imagine Media&lt;br /&gt;
|-&lt;br /&gt;
| IO || Ignition Entertainment&lt;br /&gt;
|-&lt;br /&gt;
| IP || Interplay Entertainment&lt;br /&gt;
|-&lt;br /&gt;
| IX || InXile Entertainment {{citation needed}}&lt;br /&gt;
|-&lt;br /&gt;
| JA || Jaleco&lt;br /&gt;
|-&lt;br /&gt;
| JW || JoWooD&lt;br /&gt;
|-&lt;br /&gt;
| KB || Kemco {{citation needed|reason=CK is also Kemco, is this a diferent subsidairy or country based? Just want to be sure its Kemco|date=May 2017}}&lt;br /&gt;
|-&lt;br /&gt;
| KI || Kids Station Inc. {{citation needed|reason=Games info page was in japanese, I dont read japanese. but this seemed very logicaly the publisher, can a japanese reader confirm?|date=May 2017}}&lt;br /&gt;
|-&lt;br /&gt;
| KK || KiKi&lt;br /&gt;
|-&lt;br /&gt;
| KN || Konami&lt;br /&gt;
|-&lt;br /&gt;
| KO || KOEI&lt;br /&gt;
|-&lt;br /&gt;
| KT || Konami Tokyo&lt;br /&gt;
|-&lt;br /&gt;
| KU || Kobi and/or GAE (formerly Global A Entertainment){{citation needed|reason=What name did the publisher use at the time of release?|date=May 2017}}&lt;br /&gt;
|-&lt;br /&gt;
| LA || LucasArts&lt;br /&gt;
|-&lt;br /&gt;
| LS || Black Bean Games (publishing arm of Leader S.p.A.)&lt;br /&gt;
|-&lt;br /&gt;
| MD || Metro3D&lt;br /&gt;
|-&lt;br /&gt;
| ME || Medix&lt;br /&gt;
|-&lt;br /&gt;
| MI || Microïds&lt;br /&gt;
|-&lt;br /&gt;
| MJ || Majesco Entertainment&lt;br /&gt;
|-&lt;br /&gt;
| MM || Myelin Media&lt;br /&gt;
|-&lt;br /&gt;
| MP || MediaQuest {{citation needed|reason=Where is the P? I dont trust my source yet... but seems close|date=May 2017}}&lt;br /&gt;
|-&lt;br /&gt;
| MS || Microsoft Game Studios&lt;br /&gt;
|-&lt;br /&gt;
| MW || Midway Games&lt;br /&gt;
|-&lt;br /&gt;
| MX || Empire Interactive {{citation needed|reason=What happend to the publisher, who published this game?|date=May 2017}}&lt;br /&gt;
|-&lt;br /&gt;
| NK || NewKidCo&lt;br /&gt;
|-&lt;br /&gt;
| NL || NovaLogic&lt;br /&gt;
|-&lt;br /&gt;
| NM || Namco&lt;br /&gt;
|-&lt;br /&gt;
| OX || Oxygen Interactive&lt;br /&gt;
|-&lt;br /&gt;
| PC || Playlogic Entertainment&lt;br /&gt;
|-&lt;br /&gt;
| PL || Phantagram Co., Ltd.&lt;br /&gt;
|-&lt;br /&gt;
| RA || Rage&lt;br /&gt;
|-&lt;br /&gt;
| SA || Sammy&lt;br /&gt;
|-&lt;br /&gt;
| SC || SCi Games&lt;br /&gt;
|-&lt;br /&gt;
| SE || SEGA&lt;br /&gt;
|-&lt;br /&gt;
| SN || SNK&lt;br /&gt;
|-&lt;br /&gt;
| SS || Simon &amp;amp; Schuster&lt;br /&gt;
|-&lt;br /&gt;
| SU || Success Corporation&lt;br /&gt;
|-&lt;br /&gt;
| SW || Swing! Deutschland&lt;br /&gt;
|-&lt;br /&gt;
| TA || Takara&lt;br /&gt;
|-&lt;br /&gt;
| TC || Tecmo&lt;br /&gt;
|-&lt;br /&gt;
| TD || The 3DO Company (or just 3DO)&lt;br /&gt;
|-&lt;br /&gt;
| TK || Takuyo&lt;br /&gt;
|-&lt;br /&gt;
| TM || TDK Mediactive&lt;br /&gt;
|-&lt;br /&gt;
| TQ || THQ&lt;br /&gt;
|-&lt;br /&gt;
| TS || Titus Interactive&lt;br /&gt;
|-&lt;br /&gt;
| TT || Take-Two Interactive Software&lt;br /&gt;
|-&lt;br /&gt;
| US || Ubisoft&lt;br /&gt;
|-&lt;br /&gt;
| VC || Victor Interactive Software&lt;br /&gt;
|-&lt;br /&gt;
| VN || Vivendi Universal (just took Interplays publishing rights) {{citation needed}}&lt;br /&gt;
|-&lt;br /&gt;
| VU || Vivendi Universal Games&lt;br /&gt;
|-&lt;br /&gt;
| VV || Vivendi Universal Games {{citation needed}}&lt;br /&gt;
|-&lt;br /&gt;
| WE || Wanadoo Edition&lt;br /&gt;
|-&lt;br /&gt;
| WR || Warner Bros. Interactive Entertainment {{citation needed}}&lt;br /&gt;
|-&lt;br /&gt;
| XD || ''Xbox demo disk? (Japan?)''&lt;br /&gt;
|-&lt;br /&gt;
| XI || XPEC Entertainment and Idea Factory &lt;br /&gt;
|-&lt;br /&gt;
| XK || ''Xbox kiosk disk?'' {{citation needed}}&lt;br /&gt;
|-&lt;br /&gt;
| XL || ''Xbox special bundled or live demo disk?'' {{citation needed}}&lt;br /&gt;
|-&lt;br /&gt;
| XM || Evolved Games {{citation needed|reason=Probably not, game &amp;quot;Malice&amp;quot;|date=May 2017}}&lt;br /&gt;
|-&lt;br /&gt;
| XP || XPEC Entertainment&lt;br /&gt;
|-&lt;br /&gt;
| XR || Panorama&lt;br /&gt;
|-&lt;br /&gt;
| XX || Microsoft Windows Media Center Extender for Xbox&lt;br /&gt;
|-&lt;br /&gt;
| YB || YBM Sisa (South-Korea)&lt;br /&gt;
|-&lt;br /&gt;
| ZD || Zushi Games (formerly Zoo Digital Publishing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The title ID seems to double the information from the [[Xbox Game Disc]] mastering code etched into the ring or readable from the DMI.&lt;br /&gt;
The game number is expressed in 3 decimal digits here which suggests that it will always be below 1000.&lt;br /&gt;
&lt;br /&gt;
'''Examples''':&lt;br /&gt;
&lt;br /&gt;
[[FIFA Soccer 2003]]:&lt;br /&gt;
* DMI and mastering code: EA02302E (Meaning: publisher EA, game number 023, version 02, region Europe)&lt;br /&gt;
* Title ID: 45410017 [EA-023]&lt;br /&gt;
&lt;br /&gt;
[[Halo: Combat Evolved]]:&lt;br /&gt;
* DMI and mastering code: MS00402A (Meaning: publisher Microsoft, game number 004, version 02, region America)&lt;br /&gt;
* Title ID: 4D530004 [MS-004]&lt;br /&gt;
&lt;br /&gt;
[[Halo: Combat Evolved]]:&lt;br /&gt;
* DMI and mastering code: MS00404E (Meaning: publisher Microsoft, game number 004, version 04, region Europe)&lt;br /&gt;
* Title ID: 4D530004 [MS-004]&lt;br /&gt;
&lt;br /&gt;
== Allowed media types ==&lt;br /&gt;
Allowed media types off which the executable is allowed to be run from. The following values are known:&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Media type !! Value&lt;br /&gt;
|-&lt;br /&gt;
|HARD_DISK        || 0x00000001&lt;br /&gt;
|-&lt;br /&gt;
|DVD_X2           || 0x00000002&lt;br /&gt;
|-&lt;br /&gt;
|DVD_CD           || 0x00000004&lt;br /&gt;
|-&lt;br /&gt;
|CD               || 0x00000008&lt;br /&gt;
|-&lt;br /&gt;
|DVD_5_RO         || 0x00000010&lt;br /&gt;
|-&lt;br /&gt;
|DVD_9_RO         || 0x00000020&lt;br /&gt;
|-&lt;br /&gt;
|DVD_5_RW         || 0x00000040&lt;br /&gt;
|-&lt;br /&gt;
|DVD_9_RW         || 0x00000080&lt;br /&gt;
|-&lt;br /&gt;
|DONGLE           || 0x00000100&lt;br /&gt;
|-&lt;br /&gt;
|MEDIA_BOARD      || 0x00000200&lt;br /&gt;
|-&lt;br /&gt;
|NONSECURE_HARD_DISK || 0x40000000&lt;br /&gt;
|-&lt;br /&gt;
|NONSECURE_MODE   || 0x80000000&lt;br /&gt;
|-&lt;br /&gt;
|MEDIA_MASK       || 0x00FFFFFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sections =&lt;br /&gt;
The sections are described by the section headers. The section headers start right after the certificate and contain describe where in the file the actual sections reside. Each header contains a 20 byte SHA-1 hash of the section that is checked by the Xbox to ensure the integrity of the sections. &lt;br /&gt;
&lt;br /&gt;
The SHA-1 hash is computed by prepending the length of the section (excluding any padding) as an unsigned 32-bit integer followed by the contents of the section itself.&lt;br /&gt;
&lt;br /&gt;
At least two sections are always present in an Xbox executable: .text and .rdata. There might be more sections that contain either executable code or resources such as images, text, etc.&lt;br /&gt;
&lt;br /&gt;
== .text ==&lt;br /&gt;
&lt;br /&gt;
The .text section contains all x86 subroutines to be executed by the [[CPU|processor]].&lt;br /&gt;
&lt;br /&gt;
== .rdata ==&lt;br /&gt;
&lt;br /&gt;
The .rdata section contains the [[Kernel|kernel thunk table]]. The ordinals in the table are to be resolved to the kernel's actual calling routine, when loaded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Xbox Alpha executable format =&lt;br /&gt;
&lt;br /&gt;
Binaries from early Xbox development (Alpha units), are using a different binary format. There are no known public tools that can read them.&lt;br /&gt;
Known differences include that the first bytes of the file are 'XE' instead the 'XBEH' from the final XBE format. The format is rumored to be more like the Windows PE format.{{citation needed}}&lt;br /&gt;
&lt;br /&gt;
= Resources and links =&lt;br /&gt;
* [http://www.caustik.com/cxbx/download/xbe.htm .XBE File Format 1.1]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fileformats]]&lt;/div&gt;</summary>
		<author><name>CrunchBite</name></author>	</entry>

	<entry>
		<id>https://xboxdevwiki.net/index.php?title=Xbox_Debug_Monitor&amp;diff=7420</id>
		<title>Xbox Debug Monitor</title>
		<link rel="alternate" type="text/html" href="https://xboxdevwiki.net/index.php?title=Xbox_Debug_Monitor&amp;diff=7420"/>
				<updated>2025-10-29T01:48:20Z</updated>
		
		<summary type="html">&lt;p&gt;CrunchBite: Correct XBDM.dll path&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Xbox Debug Monitor''' ('''XBDM''') is a feature of Xbox Development Kits that provides remote debugging, file management, console discovery, and other services on TCP/UDP port 731. It is loaded by debug kernels at startup from &amp;lt;code&amp;gt;E:\xbdm.dll&amp;lt;/code&amp;gt; and its configuration is read from &amp;lt;code&amp;gt;E:\xbdm.ini&amp;lt;/code&amp;gt;. XBDM is distinct from KD and uses a different wire protocol.&lt;br /&gt;
&lt;br /&gt;
==Name Answering Protocol==&lt;br /&gt;
&lt;br /&gt;
An Xbox Development Kit (XDK) can be assigned a ''debug name'' that identifies it on the local network. XBDM provides the ability to resolve a debug name to an IP address ([[#Forward Lookup|forward lookup]]), resolve an IP address to a debug name ([[#Reverse Lookup|reverse lookup]]), and [[#Console Discovery|discover]] all XDKs on the local network using a very simple UDP-based protocol.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 0 auto; text-align: center;&amp;quot;&lt;br /&gt;
|+Name Answering Protocol Packet&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-bottom:none; border-right:none;&amp;quot;| ''Offsets''&lt;br /&gt;
! style=&amp;quot;border-left:none;&amp;quot;| Octet&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | 0&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top: none&amp;quot; | Octet&lt;br /&gt;
! Bit!!0!!1!!2!!3!!4!!5!!6!!7!!8!!9!!10!!11!!12!!13!!14!!15&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
! 0&lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; | Type || colspan=&amp;quot;8&amp;quot; | Name Length&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
! 16+&lt;br /&gt;
| colspan=&amp;quot;16&amp;quot; | Name&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A NAP packet contains 3 fields, the last of which is variable-length. The minimum length of a NAP packet is 2 bytes and the maximum is 257. Invalid packets are silently dropped by XBDM.&lt;br /&gt;
&lt;br /&gt;
; Type&lt;br /&gt;
: This unsigned 8-bit field may contain the values 1 (lookup), 2 (reply), or 3 (wildcard).&lt;br /&gt;
; Name Length&lt;br /&gt;
: This unsigned 8-bit field specifies the length of the Name field and should be a value from 0 to 255. For Type 3 packets, this field should always be 0. For Type 1 and Type 2 packets, this field should never be 0.&lt;br /&gt;
; Name&lt;br /&gt;
: This variable-length field contains the ASCII-encoded debug name for Type 1 and Type 2 packets. The number of bytes in this field is given by the Length field. It should not contain any &amp;lt;code&amp;gt;NUL&amp;lt;/code&amp;gt; characters.&lt;br /&gt;
&lt;br /&gt;
===Forward Lookup===&lt;br /&gt;
&lt;br /&gt;
To resolve a debug name to an IP address, send a Type 1 NAP packet containing the debug name to be resolved to UDP address 255.255.255.255:731. The XDK with that name will respond with a Type 2 NAP packet and its IP address can be retrieved from the UDP header. There is no way to prevent multiple XDKs being assigned the same debug name, so it's possible that the client may receive replies from multiple IP addresses.&lt;br /&gt;
&lt;br /&gt;
===Reverse Lookup===&lt;br /&gt;
&lt;br /&gt;
To resolve an IP address to a debug name, send a Type 3 NAP packet with no name (length 0) to the IP address on UDP port 731. Assuming the target is actually an XDK, it will respond with a Type 2 NAP packet containing its name. This is very similar to the Console Discovery process (below), except that by sending the wildcard packet to a single IP address, only that XDK will respond.&lt;br /&gt;
&lt;br /&gt;
===Console Discovery===&lt;br /&gt;
&lt;br /&gt;
To discover all XDKs on the local network, send a Type 3 NAP packet with no name (length 0) to the UDP address 255.255.255.255:731. Each XDK will respond with a Type 2 NAP packet containing its name. As with a forward lookup, the client may receive multiple replies with the same name, but different IP addresses.&lt;br /&gt;
&lt;br /&gt;
==Remote Debugging and Control Protocol==&lt;br /&gt;
&lt;br /&gt;
The Remote Debugging and Control Protocol (RDCP) is a text-based protocol transmitted over a TCP connection on port 731. RDCP resembles protocols like FTP and SMTP, making it possible to communicate with XBDM using just a Telnet client in many cases.&lt;br /&gt;
&lt;br /&gt;
When a connection is established, XBDM sends &amp;lt;code&amp;gt;201- connected&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;200- connected&amp;lt;/code&amp;gt; in version 3944) followed by &amp;lt;CR&amp;gt;&amp;lt;LF&amp;gt; (that is, a carriage return character followed by a line feed character). The RDCP client is then free to send a [[#Commands|command]] followed by &amp;lt;CR&amp;gt;&amp;lt;LF&amp;gt; or &amp;lt;CR&amp;gt;&amp;lt;NUL&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
After executing a command, XBDM replies with a response line consisting of a three-digit status code and message of the form &amp;lt;code&amp;gt;999- message text&amp;lt;CR&amp;gt;&amp;lt;LF&amp;gt;&amp;lt;/code&amp;gt;. Note that unlike similar protocols, the &amp;lt;code&amp;gt;-&amp;lt;/code&amp;gt; (dash) is always present in responses and messages cannot span multiple lines.&lt;br /&gt;
&lt;br /&gt;
===Status codes===&lt;br /&gt;
&lt;br /&gt;
In responses, 2xx status codes indicate success and 4xx codes indicate failure. Most codes have a default message, but some commands leave the message field empty while others use the message field to hold whatever data was requested by the client or additional information about an error.&lt;br /&gt;
&lt;br /&gt;
====2xx Success====&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_200&amp;quot;&amp;gt;200- OK&amp;lt;/span&amp;gt;&lt;br /&gt;
: Standard response for successful execution of a command.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_201&amp;quot;&amp;gt;201- connected&amp;lt;/span&amp;gt;&lt;br /&gt;
: Initial response sent after a connection is established. The client does not need to send anything to solicit this response.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_202&amp;quot;&amp;gt;202- multiline response follows&amp;lt;/span&amp;gt;&lt;br /&gt;
: The response line is followed by one or more additional lines of data terminated by a line containing only a &amp;lt;code&amp;gt;.&amp;lt;/code&amp;gt; (period). The client must read all available lines before sending another command.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_203&amp;quot;&amp;gt;203- binary response follows&amp;lt;/span&amp;gt;&lt;br /&gt;
: The response line is followed by raw binary data, the length of which is indicated in some command-specific way. The client must read all available data before sending another command.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_204&amp;quot;&amp;gt;204- send binary data&amp;lt;/span&amp;gt;&lt;br /&gt;
: The command is expecting additional binary data from the client. After the client sends the required number of bytes, XBDM will send another response line with the final result of the command.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_205&amp;quot;&amp;gt;205- connection dedicated&amp;lt;/span&amp;gt;&lt;br /&gt;
: The connection has been moved to a dedicated handler thread (see [[#Connection dedication]]).&lt;br /&gt;
&lt;br /&gt;
====4xx Failure====&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_400&amp;quot;&amp;gt;400- unexpected error&amp;lt;/span&amp;gt;&lt;br /&gt;
: An internal error occurred that could not be translated to a standard error code. The message is typically more descriptive, such as &amp;quot;out of memory&amp;quot; or &amp;quot;bad parameter&amp;quot;.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_401&amp;quot;&amp;gt;401- max number of connections exceeded&amp;lt;/span&amp;gt;&lt;br /&gt;
: The connection could not be established because XBDM is already serving the maximum number of clients (4).&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_402&amp;quot;&amp;gt;402- file not found&amp;lt;/span&amp;gt;&lt;br /&gt;
: An operation was attempted on a file that does not exist.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_403&amp;quot;&amp;gt;403- no such module&amp;lt;/span&amp;gt;&lt;br /&gt;
: An operation was attempted on a module that does not exist.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_404&amp;quot;&amp;gt;404- memory not mapped&amp;lt;/span&amp;gt;&lt;br /&gt;
: An operation was attempted on a region of memory that is not mapped in the page table.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_405&amp;quot;&amp;gt;405- no such thread&amp;lt;/span&amp;gt;&lt;br /&gt;
: An operation was attempted on a thread that does not exist.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_406&amp;quot;&amp;gt;406-&amp;lt;/span&amp;gt;&lt;br /&gt;
: An attempt to set the system time with the &amp;lt;code&amp;gt;[[#cmd_setsystime|setsystime]]&amp;lt;/code&amp;gt; command failed. This status code is undocumented.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_407&amp;quot;&amp;gt;407- unknown command&amp;lt;/span&amp;gt;&lt;br /&gt;
: The command is not recognized.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_408&amp;quot;&amp;gt;408- not stopped&amp;lt;/span&amp;gt;&lt;br /&gt;
: The target thread is not stopped.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_409&amp;quot;&amp;gt;409- file must be copied&amp;lt;/span&amp;gt;&lt;br /&gt;
: A move operation was attempted on a file that can only be copied.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_410&amp;quot;&amp;gt;410- file already exists&amp;lt;/span&amp;gt;&lt;br /&gt;
: A file could not be created or moved because one already exists with the same name.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_411&amp;quot;&amp;gt;411- directory not empty&amp;lt;/span&amp;gt;&lt;br /&gt;
: A directory could not be deleted because it still contains files and/or directories.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_412&amp;quot;&amp;gt;412- filename is invalid&amp;lt;/span&amp;gt;&lt;br /&gt;
: The specified file contains invalid characters or is too long.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_413&amp;quot;&amp;gt;413- file cannot be created&amp;lt;/span&amp;gt;&lt;br /&gt;
: The file cannot be created for some unspecified reason.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_414&amp;quot;&amp;gt;414- access denied&amp;lt;/span&amp;gt;&lt;br /&gt;
: The file cannot be accessed at the connection's current privilege level (see [[#Security]]).&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_415&amp;quot;&amp;gt;415- no room on device&amp;lt;/span&amp;gt;&lt;br /&gt;
: The target device has run out of storage space.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_416&amp;quot;&amp;gt;416- not debuggable&amp;lt;/span&amp;gt;&lt;br /&gt;
: The title is not debuggable.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_417&amp;quot;&amp;gt;417- type invalid&amp;lt;/span&amp;gt;&lt;br /&gt;
: The performance counter type is invalid.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_418&amp;quot;&amp;gt;418- data not available&amp;lt;/span&amp;gt;&lt;br /&gt;
: The performance counter data is not available.&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_420&amp;quot;&amp;gt;420- box not locked&amp;lt;/span&amp;gt;&lt;br /&gt;
: The command can only be executed when security is enabled (see [[#Security]]).&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_421&amp;quot;&amp;gt;421- key exchange required&amp;lt;/span&amp;gt;&lt;br /&gt;
: The client must perform a key exchange with the &amp;lt;code&amp;gt;[[#cmd_keyxchg|keyxchg]]&amp;lt;/code&amp;gt; command (see [[#Security]]).&lt;br /&gt;
; &amp;lt;span id=&amp;quot;status_422&amp;quot;&amp;gt;422- dedicated connection required&amp;lt;/span&amp;gt;&lt;br /&gt;
: The command can only be executed on a dedicated connection (see [[#Connection dedication]]).&lt;br /&gt;
&lt;br /&gt;
===Connection dedication===&lt;br /&gt;
&lt;br /&gt;
'''Connection dedication''' is the process of moving a client connection from the ''global server thread'' to a ''threaded command handler thread'' with the &amp;lt;code&amp;gt;dedicate&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
By default, commands sent to XBDM are processed on the global server thread. Built-in commands and custom command handlers registered with &amp;lt;code&amp;gt;DmRegisterCommandProcessor&amp;lt;/code&amp;gt; are run on this thread and may only execute kernel APIs. Commands that need to call CRT or XAPI functions must run in a threaded command handler, registered with &amp;lt;code&amp;gt;DmRegisterCommandProcessorEx&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;DmRegisterThreadedCommandProcessor&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
A client that has not dedicated its connection will receive a &amp;lt;code&amp;gt;422- dedicated connection required&amp;lt;/code&amp;gt; response if it tries to execute a threaded command on the global server thread. After dedicating itself to a threaded command handler, the client can no longer send built-in or non-threaded commands until it re-dedicates itself to the global server thread.&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
===Commands===&lt;br /&gt;
&lt;br /&gt;
''See also: [[XBDM commands by version]]''&lt;br /&gt;
&lt;br /&gt;
A command consists of a name and zero or more parameters separated by whitespace characters. The format of the parameters is defined by the command, but most commands use the form &amp;lt;code&amp;gt;key=value&amp;lt;/code&amp;gt;. Parameter values that contain whitespace characters must be surrounded by double quotes (e.g. &amp;lt;code&amp;gt;&amp;quot;some value&amp;quot;&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;key=&amp;quot;some value&amp;quot;&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
In the command descriptions below, the following data types are used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| DWORD || A 32-bit integer in hexadecimal format (e.g. &amp;lt;code&amp;gt;0x1234ABCD&amp;lt;/code&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| QWORD || A 64-bit integer in hexadecimal format, but prefixed with 0q instead of 0x (e.g. &amp;lt;code&amp;gt;0q0123456789ABCDEF&amp;lt;/code&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| STRING || An ASCII-encoded string, optionally surrounded by double quotes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_adminpw&amp;quot;&amp;gt;adminpw&amp;lt;/span&amp;gt; (Set administrator password)====&lt;br /&gt;
&lt;br /&gt;
{{XBDM command|version=4039+|text=adminpw none|privs=manage}}&lt;br /&gt;
&lt;br /&gt;
Clear the administrator password.&lt;br /&gt;
&lt;br /&gt;
{{XBDM command|version=4039+|text=adminpw passwd=QWORD|privs=manage}}&lt;br /&gt;
&lt;br /&gt;
Set the administrator password to the value of the &amp;lt;code&amp;gt;passwd&amp;lt;/code&amp;gt; parameter. Note that &amp;lt;code&amp;gt;passwd&amp;lt;/code&amp;gt; is a 64-bit integer instead of a string. The details of the conversion from a string password to a 64-bit integer are currently unknown.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_altaddr&amp;quot;&amp;gt;altaddr&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_authuser&amp;quot;&amp;gt;authuser&amp;lt;/span&amp;gt; (Authenticate user)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_boxid&amp;quot;&amp;gt;boxid&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_break&amp;quot;&amp;gt;break&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_bye&amp;quot;&amp;gt;bye&amp;lt;/span&amp;gt; (Close connection)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_capcontrol&amp;quot;&amp;gt;capcontrol&amp;lt;/span&amp;gt;/&amp;lt;span id=&amp;quot;cmd_capctrl&amp;quot;&amp;gt;capctrl&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_continue&amp;quot;&amp;gt;continue&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_crashdump&amp;quot;&amp;gt;crashdump&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_d3dopcode&amp;quot;&amp;gt;d3dopcode&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_dbgname&amp;quot;&amp;gt;dbgname&amp;lt;/span&amp;gt; (Get/set debug name)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_dbgoptions&amp;quot;&amp;gt;dbgoptions&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_debugger&amp;quot;&amp;gt;debugger&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_debugmode&amp;quot;&amp;gt;debugmode&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_dedicate&amp;quot;&amp;gt;dedicate&amp;lt;/span&amp;gt; (Dedicate connection)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_deftitle&amp;quot;&amp;gt;deftitle&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_delete&amp;quot;&amp;gt;delete&amp;lt;/span&amp;gt; (Delete file or directory)====&lt;br /&gt;
&lt;br /&gt;
{{XBDM command|text=delete name=STRING dir}}&lt;br /&gt;
&lt;br /&gt;
Deletes a file or directory.&lt;br /&gt;
&lt;br /&gt;
To delete a directory, the optional &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt; attribute must be present.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_dirlist&amp;quot;&amp;gt;dirlist&amp;lt;/span&amp;gt; (List files in directory)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_dmversion&amp;quot;&amp;gt;dmversion&amp;lt;/span&amp;gt; (Get debug monitor version)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_drivefreespace&amp;quot;&amp;gt;drivefreespace&amp;lt;/span&amp;gt; (Get free space on drive)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_drivelist&amp;quot;&amp;gt;drivelist&amp;lt;/span&amp;gt; (List drive letters)====&lt;br /&gt;
&lt;br /&gt;
{{XBDM command|text=drivelist}}&lt;br /&gt;
&lt;br /&gt;
Returns a string which contains the drive-letter for each accessible drive.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_dvdblk&amp;quot;&amp;gt;dvdblk&amp;lt;/span&amp;gt; (Read block from DVD)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_dvdperf&amp;quot;&amp;gt;dvdperf&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_fileeof&amp;quot;&amp;gt;fileeof&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_flash&amp;quot;&amp;gt;flash&amp;lt;/span&amp;gt; (Flash BIOS image)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_fmtfat&amp;quot;&amp;gt;fmtfat&amp;lt;/span&amp;gt; (Format FAT partition)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_funccall&amp;quot;&amp;gt;funccall&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_getcontext&amp;quot;&amp;gt;getcontext&amp;lt;/span&amp;gt; (Get thread context)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_getd3dstate&amp;quot;&amp;gt;getd3dstate&amp;lt;/span&amp;gt; (Get Direct3D state)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_getextcontext&amp;quot;&amp;gt;getextcontext&amp;lt;/span&amp;gt; (Get extended thread context)====&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_getfile&amp;quot;&amp;gt;getfile&amp;lt;/span&amp;gt; (Download file)====&lt;br /&gt;
&lt;br /&gt;
{{XBDM command|text=getfile name=STRING}}&lt;br /&gt;
&lt;br /&gt;
Retrieve the entire contents of the named file.&lt;br /&gt;
The received data is prefixed with a 32 bit little endian value, which contains the number of bytes which have been read.&lt;br /&gt;
&lt;br /&gt;
{{XBDM command|text=getfile name=STRING offset=DWORD size=DWORD}}&lt;br /&gt;
&lt;br /&gt;
Retrieve &amp;lt;code&amp;gt;size&amp;lt;/code&amp;gt; bytes starting at &amp;lt;code&amp;gt;offset&amp;lt;/code&amp;gt; from the named file.&lt;br /&gt;
The received data is prefixed with a 32 bit little endian value, which contains the number of bytes which have been read.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_getfileattributes&amp;quot;&amp;gt;getfileattributes&amp;lt;/span&amp;gt; (Get file attributes)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_getgamma&amp;quot;&amp;gt;getgamma&amp;lt;/span&amp;gt; (Get gamma table)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_getmem&amp;quot;&amp;gt;getmem&amp;lt;/span&amp;gt; (Read memory)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_getmem2&amp;quot;&amp;gt;getmem2&amp;lt;/span&amp;gt; (Read memory)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_getpalette&amp;quot;&amp;gt;getpalette&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_getpid&amp;quot;&amp;gt;getpid&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_getsum&amp;quot;&amp;gt;getsum (Generate memory checksums)&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{XBDM command|version=5120+|text=getsum addr=DWORD length=DWORD blocksize=DWORD}}&lt;br /&gt;
&lt;br /&gt;
Generates one or more checksums from memory.&lt;br /&gt;
&lt;br /&gt;
The function will return &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; divided by &amp;lt;code&amp;gt;blocksize&amp;lt;/code&amp;gt; 32-bit little endian checksums for the memory starting at virtual address &amp;lt;code&amp;gt;addr&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;addr&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;length&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;blocksize&amp;lt;/code&amp;gt; must be multiples of 8.&lt;br /&gt;
Picking bad values can lead to crashes.&lt;br /&gt;
&lt;br /&gt;
Each checksum is equal to &amp;lt;code&amp;gt;ReverseBitOrder(CRC32(address + blockoffset, blocksize) XOR 0xFFFFFFFF)&amp;lt;/code&amp;gt; for the respective block.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_getsurf&amp;quot;&amp;gt;getsurf&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_getuserpriv&amp;quot;&amp;gt;getuserpriv&amp;lt;/span&amp;gt; (Get user's privilege level)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_getutildrvinfo&amp;quot;&amp;gt;getutildrvinfo&amp;lt;/span&amp;gt; (Get utility drive information)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_go&amp;quot;&amp;gt;go&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_gpucount&amp;quot;&amp;gt;gpucount&amp;lt;/span&amp;gt; (Toggle GPU counters)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_halt&amp;quot;&amp;gt;halt&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_irtsweep&amp;quot;&amp;gt;irtsweep&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_isbreak&amp;quot;&amp;gt;isbreak&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_isdebugger&amp;quot;&amp;gt;isdebugger&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_isstopped&amp;quot;&amp;gt;isstopped&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_kd&amp;quot;&amp;gt;kd&amp;lt;/span&amp;gt; (Enable/disable kernel debugger)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_keyxchg&amp;quot;&amp;gt;keyxchg&amp;lt;/span&amp;gt; (Perform key exchange)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_lockmode&amp;quot;&amp;gt;lockmode&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_lop&amp;quot;&amp;gt;lop&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_magicboot&amp;quot;&amp;gt;magicboot (Boot into new title)&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{XBDM command|text=magicboot title=STRING debug}}&lt;br /&gt;
&lt;br /&gt;
Boots into another title, specified by the path to XBE in &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If the optional &amp;lt;code&amp;gt;debug&amp;lt;/code&amp;gt; is provided, XBDM will remain loaded while the title is running.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_memtrack&amp;quot;&amp;gt;memtrack&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_mkdir&amp;quot;&amp;gt;mkdir&amp;lt;/span&amp;gt; (Create directory)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_mmglobal&amp;quot;&amp;gt;mmglobal&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_modlong&amp;quot;&amp;gt;modlong&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_modsections&amp;quot;&amp;gt;modsections&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_modules&amp;quot;&amp;gt;modules&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_nostopon&amp;quot;&amp;gt;nostopon&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_notify&amp;quot;&amp;gt;notify&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_notifyat&amp;quot;&amp;gt;notifyat&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_pbsnap&amp;quot;&amp;gt;pbsnap&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_pclist&amp;quot;&amp;gt;pclist&amp;lt;/span&amp;gt; (List performance counters)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_pdbinfo&amp;quot;&amp;gt;pdbinfo&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_pssnap&amp;quot;&amp;gt;pssnap&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_querypc&amp;quot;&amp;gt;querypc&amp;lt;/span&amp;gt; (Query performance counter)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_reboot&amp;quot;&amp;gt;reboot&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_rename&amp;quot;&amp;gt;rename&amp;lt;/span&amp;gt; (Rename file)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_resume&amp;quot;&amp;gt;resume&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_screenshot&amp;quot;&amp;gt;screenshot&amp;lt;/span&amp;gt; (Take screenshot)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_sendfile&amp;quot;&amp;gt;sendfile&amp;lt;/span&amp;gt; (Upload file)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_servname&amp;quot;&amp;gt;servname&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_setconfig&amp;quot;&amp;gt;setconfig&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_setcontext&amp;quot;&amp;gt;setcontext&amp;lt;/span&amp;gt; (Set thread context)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_setfileattributes&amp;quot;&amp;gt;setfileattributes&amp;lt;/span&amp;gt; (Set file attributes)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_setsystime&amp;quot;&amp;gt;setsystime&amp;lt;/span&amp;gt; (Set system time)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_setuserpriv&amp;quot;&amp;gt;setuserpriv&amp;lt;/span&amp;gt; (Set user's privilege level)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_signcontent&amp;quot;&amp;gt;signcontent&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_stop&amp;quot;&amp;gt;stop&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_stopon&amp;quot;&amp;gt;stopon&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_suspend&amp;quot;&amp;gt;suspend&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_sysfileupd&amp;quot;&amp;gt;sysfileupd&amp;lt;/span&amp;gt; (Update system file)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_systime&amp;quot;&amp;gt;systime&amp;lt;/span&amp;gt; (Get system time)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_threadinfo&amp;quot;&amp;gt;threadinfo&amp;lt;/span&amp;gt; (Get thread information)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_threads&amp;quot;&amp;gt;threads&amp;lt;/span&amp;gt; (List threads)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_title&amp;quot;&amp;gt;title&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_user&amp;quot;&amp;gt;user&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_userlist&amp;quot;&amp;gt;userlist&amp;lt;/span&amp;gt; (List users)====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_vssnap&amp;quot;&amp;gt;vssnap&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_walkmem&amp;quot;&amp;gt;walkmem&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_writefile&amp;quot;&amp;gt;writefile&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_xbeinfo&amp;quot;&amp;gt;xbeinfo&amp;lt;/span&amp;gt;====&lt;br /&gt;
====&amp;lt;span id=&amp;quot;cmd_xtlinfo&amp;quot;&amp;gt;xtlinfo&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Xbox Neighborhood]] – An XDK tool that utilizes the XBDM protocols&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Ernegien/ViridiX ViridiX] – An open-source collection of Xbox debugging libraries and tools written in C#.&lt;br /&gt;
* [https://github.com/docbrown/xbdm-rs xbdm-rs] - An open-source XBDM client written in Rust.&lt;/div&gt;</summary>
		<author><name>CrunchBite</name></author>	</entry>

	<entry>
		<id>https://xboxdevwiki.net/index.php?title=Microsoft_XDK&amp;diff=7346</id>
		<title>Microsoft XDK</title>
		<link rel="alternate" type="text/html" href="https://xboxdevwiki.net/index.php?title=Microsoft_XDK&amp;diff=7346"/>
				<updated>2023-12-27T00:29:02Z</updated>
		
		<summary type="html">&lt;p&gt;CrunchBite: Update link to codeasm's list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The official XDK (Xbox Development Kit) was only released to licensed developers. However, it got leaked a couple of times.&lt;br /&gt;
&lt;br /&gt;
== List of known versions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Version&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
! 3424&lt;br /&gt;
| April 2001 XDK and SDK (03.01.01 - New for April XDK release)&lt;br /&gt;
|-&lt;br /&gt;
! 3521&lt;br /&gt;
| May 2001 XDK&lt;br /&gt;
|-&lt;br /&gt;
! 3823(*)&lt;br /&gt;
| August 2001 XDK (Preview)&lt;br /&gt;
|-&lt;br /&gt;
! 3911(*)&lt;br /&gt;
| August 2001 XDK ((Final) (build on WIN2000 5. 2134/2195 ? 5.1.2258.400)&lt;br /&gt;
|-&lt;br /&gt;
! 3925(*)&lt;br /&gt;
| September 2001 XDK&lt;br /&gt;
|-&lt;br /&gt;
! 3936(*)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 3937(*)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 3941(*)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 3944(*)&lt;br /&gt;
| October 2001 XDK / RTM&lt;br /&gt;
|-&lt;br /&gt;
! 3948(*)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 3950(*)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 4020(*)&lt;br /&gt;
| Seen on an official Xbox recovery tool&lt;br /&gt;
|-&lt;br /&gt;
! 4034(*)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 4039(*)&lt;br /&gt;
| November 2001 XDK&lt;br /&gt;
|-&lt;br /&gt;
! 4134(*)&lt;br /&gt;
| December 2001 XDK&lt;br /&gt;
|-&lt;br /&gt;
! 4242(*)&lt;br /&gt;
| February 2002 XDK&lt;br /&gt;
|-&lt;br /&gt;
! 4361&lt;br /&gt;
| March 2002 XDK&lt;br /&gt;
|-&lt;br /&gt;
! 4400&lt;br /&gt;
| Source tree leak&lt;br /&gt;
|-&lt;br /&gt;
! 4432&lt;br /&gt;
| April 2002 XDK&lt;br /&gt;
|-&lt;br /&gt;
! 4531&lt;br /&gt;
| May 2002 XDK&lt;br /&gt;
|-&lt;br /&gt;
! 4627&lt;br /&gt;
| June 2002 XDK &lt;br /&gt;
|-&lt;br /&gt;
! 4721&lt;br /&gt;
| July 2002 XDK&lt;br /&gt;
|-&lt;br /&gt;
! 4831&lt;br /&gt;
| August 2002 XDK&lt;br /&gt;
|-&lt;br /&gt;
! 4928&lt;br /&gt;
| September 2002 XDK&lt;br /&gt;
|-&lt;br /&gt;
! 5028&lt;br /&gt;
| October 2002 XDK&lt;br /&gt;
|-&lt;br /&gt;
! 5120&lt;br /&gt;
| November 2002 XDK&lt;br /&gt;
|-&lt;br /&gt;
! 5233&lt;br /&gt;
| December 2002 XDK&lt;br /&gt;
|-&lt;br /&gt;
! 5344&lt;br /&gt;
| February 2003 XDK&lt;br /&gt;
|-&lt;br /&gt;
! 5455&lt;br /&gt;
| April 2003 XDK&lt;br /&gt;
|-&lt;br /&gt;
! 5558&lt;br /&gt;
| June 2003 XDK&lt;br /&gt;
|-&lt;br /&gt;
! 5659&lt;br /&gt;
| August 2003 XDK	&lt;br /&gt;
|-&lt;br /&gt;
! 5788&lt;br /&gt;
| November 2003 XDK&lt;br /&gt;
|-&lt;br /&gt;
! 5849&lt;br /&gt;
| December 2003 XDK&lt;br /&gt;
|-&lt;br /&gt;
! 5849&lt;br /&gt;
| .16&lt;br /&gt;
|-&lt;br /&gt;
! 5933&lt;br /&gt;
| uncertain number - Dxbx code mentions 5911 (wich seemed incorrect)&lt;br /&gt;
|-&lt;br /&gt;
! 5960&lt;br /&gt;
| last official dashboard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) : Earlier XDK's contained libraries with different versions numbers. Before or around XDK version 4361, all libraries in the XDK were given the same version number.&lt;br /&gt;
&lt;br /&gt;
Note : An even more complete listing can be found here : https://www.codeasm.com/xbox/Kernel_Dash_versions.htm#classic (Old link: https://web.archive.org/web/20171224225821/http://codeasm.com/xbox/files/Xbox%20Kernel_Dash_XDK%20versions.txt)&lt;/div&gt;</summary>
		<author><name>CrunchBite</name></author>	</entry>

	<entry>
		<id>https://xboxdevwiki.net/index.php?title=Power_Supply&amp;diff=6773</id>
		<title>Power Supply</title>
		<link rel="alternate" type="text/html" href="https://xboxdevwiki.net/index.php?title=Power_Supply&amp;diff=6773"/>
				<updated>2019-09-20T00:51:54Z</updated>
		
		<summary type="html">&lt;p&gt;CrunchBite: Added xbox 1.3 power usage measurements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's either a Foxlink{{citation needed}} or Delta Electronics power supply for most xboxes.&lt;br /&gt;
Some are rumored to be shipped with a Minebea brand and 1.6 xboxes are found with a &amp;quot;tuscany&amp;quot; made probably by Samsung.&lt;br /&gt;
&lt;br /&gt;
On a 1.0 xbox supply, there seems to be 2{{citation needed|reason=2 per region, or 2 overall? and, what about foxlink?}} types for the US 120V and EU 240V market.&lt;br /&gt;
&lt;br /&gt;
The standby voltage powers the [[SMC]] which handles turning on and off the system.&lt;br /&gt;
The Xbox supply needs a voltage (3V3?) on it's power-on line to leave the standby mode.&lt;br /&gt;
This results in the other voltages being supplied.&lt;br /&gt;
&lt;br /&gt;
=== Delta Electronics ===&lt;br /&gt;
The marks are on the PCB with a check next to them:&lt;br /&gt;
* Delta Electronics DPSN-96-AP-1 should be the EU 240V one{{citation needed}}&lt;br /&gt;
* Delta Electronics DPSN-96-AP is the US 120V one&lt;br /&gt;
&lt;br /&gt;
There is a link J11 under CR1 (right side of the coil under it) that might make the difference between 120V and 240V.&lt;br /&gt;
It also seems that the Bridge rectifier is bigger on the US models.&lt;br /&gt;
This could make sense as it has to handle double the current. So, before experimenting with this it might be worth to check if the installed type can handle 2.3 amps.&lt;br /&gt;
&lt;br /&gt;
The rated output currents are also noted on the PCB&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Power Rail&lt;br /&gt;
| Rated Current&lt;br /&gt;
|-&lt;br /&gt;
| 3.3V Standby&lt;br /&gt;
| 0.075A&lt;br /&gt;
|-&lt;br /&gt;
| 3.3V&lt;br /&gt;
| 4.8A&lt;br /&gt;
|-&lt;br /&gt;
| 5V&lt;br /&gt;
| 13.2A&lt;br /&gt;
|-&lt;br /&gt;
| 12V&lt;br /&gt;
| 1.2A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Foxlink Technology LTD ===&lt;br /&gt;
&lt;br /&gt;
{{FIXME|reason=I don't own any US xboxes to compare US foxlinks with}}On the lower heatsink, there is a sticker with the following markings and versions:&lt;br /&gt;
* MODEL: FTPS-0001 REV:B {{citation needed}} (120V)&lt;br /&gt;
* MODEL: FTPS-0002 REV:B (from a 2002 PAL (240V))&lt;br /&gt;
* MODEL: FTPS-0002 REV:H (from a 2003 PAL (240V))&lt;br /&gt;
* MODEL: FTPS-0002 REV:G {{citation needed}} (240V)&lt;br /&gt;
* MODEL: FTPS-0007 REV:B {{citation needed}} (120V) (are these after the powercord recall?)&lt;br /&gt;
* MODEL: FTPS-0007 REV:D {{citation needed}} (120V) (are these after the powercord recall?)&lt;br /&gt;
&lt;br /&gt;
The rated output currents are also noted on the sticker&lt;br /&gt;
&lt;br /&gt;
96W Max output power&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Power Rail&lt;br /&gt;
| Rated Current&lt;br /&gt;
|-&lt;br /&gt;
| 3.3V Standby&lt;br /&gt;
| 0.045A&lt;br /&gt;
|-&lt;br /&gt;
| 3.3V&lt;br /&gt;
| 4.8A&lt;br /&gt;
|-&lt;br /&gt;
| 5V&lt;br /&gt;
| 13.2A&lt;br /&gt;
|-&lt;br /&gt;
| 12V&lt;br /&gt;
| 1.2A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Powercord recall ====&lt;br /&gt;
&lt;br /&gt;
Microsoft started an powercord recall, or more like a replacement program [https://web.archive.org/web/20050301093947/http://www.xbox.com:80/en-US/news/0502/powercordannouncement.htm xbox.com]for what appeared to be Foxlink powersupplies having a bad powerplug connector on the back of the console and where installed in 1.0 and 1.1 Xboxes.{{citation needed}}.&lt;br /&gt;
Microsoft tried to resolve this by offering free replacement powercords and advising to trow out the old ones. [https://web.archive.org/web/20120722175134/http://www.xbox-scene.com/xbox1data/sep/EEpAEAylAluZlwSlOJ.php More to the power cord replacement than meets the eye?]{{FIXME|reason=why is this link here and where could / should it be instead? I think it's misplaced here}}.&lt;br /&gt;
&lt;br /&gt;
From the Microsoft powercord replacement FAQ:&lt;br /&gt;
&lt;br /&gt;
: '''Does my console require a replacement cord?'''&lt;br /&gt;
: If it was manufactured before October 23, 2003, your console requires a replacement cord (except for consoles purchased in Continental Europe, where consoles manufactured prior to January 13, 2004 require a replacement cord). Consoles manufactured after October 23, 2003 (after January 13, 2004 for consoles purchased in Continental Europe) do not require replacement cords because design improvements to the cord and console already protect against the problems that are addressed by the replacement cords.[https://web.archive.org/web/20050223041403/http://replacements.webprogram.com:80/en-us/faqs.asp#Q-7]&lt;br /&gt;
&lt;br /&gt;
The old page describing how to order has been archived here: [https://web.archive.org/web/20050223060900/http://replacements.webprogram.com:80/en-us/programoverview.asp] &lt;br /&gt;
One would either receive a thicker but very similar powercord or an actual [https://simple.wikipedia.org/wiki/GFCI GFI] (Ground Fault Circuit Interrupter). a online form would then be used to determine which type of cable you receive by means of serial number. {{FIXME|reason=I cant seem to find a source for these details yet, but I personally requested 2, 1 for my own Xbox (a 1.4, with a confirmed Delta. never replaced it.) and received a normal cable (EU). A friends xbox was older, 1.1/1.2?) and we got a european fusebox brick for his. looks like the UK one, but with the Benelux plug. It was all for free in Europe I remember the part number on my normal cable to be different (higher) for the newer one... ill check if I have it in the original box still}}&lt;br /&gt;
&lt;br /&gt;
===== AFCI =====&lt;br /&gt;
&lt;br /&gt;
A video of whats inside an european (UK) &amp;quot;AFCI&amp;quot; [https://www.youtube.com/watch?v=C0wQikAO-yA]&lt;br /&gt;
&lt;br /&gt;
An european AFCI ordered from MS for free had the following on the bottom label.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Part number&lt;br /&gt;
| X800925-100&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
| 200-240V~,50/60HZ, 610mA&lt;br /&gt;
|-&lt;br /&gt;
| MFG Code&lt;br /&gt;
| DN0855&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cable that is wired to the AFCI has the following markings:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! top&lt;br /&gt;
! bottom&lt;br /&gt;
|-&lt;br /&gt;
| JI-HAW&lt;br /&gt;
| JHT-031&lt;br /&gt;
|}&lt;br /&gt;
===== Old and New cords =====&lt;br /&gt;
&lt;br /&gt;
The replacement cable has the following markings:{{citation needed}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! top&lt;br /&gt;
! bottom&lt;br /&gt;
|-&lt;br /&gt;
| JHT-031&lt;br /&gt;
| {{citation needed}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The older cable that needed replacement was:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! top&lt;br /&gt;
! bottom&lt;br /&gt;
|-&lt;br /&gt;
| NITTO SS&lt;br /&gt;
| W41-27854&lt;br /&gt;
|-&lt;br /&gt;
| JHT-013&lt;br /&gt;
| N15905&lt;br /&gt;
|-&lt;br /&gt;
| JI-HAW&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| E147422&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Presumably this one doesn't come with tighter tolerances.&lt;br /&gt;
&lt;br /&gt;
=== Samsung &amp;quot;TUSCANY&amp;quot;===&lt;br /&gt;
Found in 1.6 xboxes and seems to be made by Samsung (or atleast the main transformer is, which also has the detail label on it)&lt;br /&gt;
{{FIXME|reason=There are TUSCANY powersuplies in some 1.6 xboxes?}}&lt;br /&gt;
* PSCD101301A&lt;br /&gt;
&lt;br /&gt;
=== Minebea ===&lt;br /&gt;
{{FIXME|reason=There are in the UK, Minebea powersuplies in some xboxes?}}&lt;br /&gt;
&lt;br /&gt;
* MS001A096EMJ&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Minebea Electronics UK LTD &lt;br /&gt;
!(circuit board)&lt;br /&gt;
|-&lt;br /&gt;
|DWG No.&lt;br /&gt;
|1 R26PA-SE300393 REV: E&lt;br /&gt;
|-&lt;br /&gt;
|PART No.&lt;br /&gt;
|1 1612100002&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0234-3&lt;br /&gt;
|-&lt;br /&gt;
!Sticker: &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NMB Technologies Corp&lt;br /&gt;
|Power Supply Division&lt;br /&gt;
|-&lt;br /&gt;
|Made in &lt;br /&gt;
|Thailand&lt;br /&gt;
|-&lt;br /&gt;
|Model:&lt;br /&gt;
|MS001A096EMJ&lt;br /&gt;
|-&lt;br /&gt;
|REV:&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|AC INPUT:100-120V&lt;br /&gt;
|2A 47-63Hz&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Connector pinout ==&lt;br /&gt;
&lt;br /&gt;
=== Xbox 1.0 and 1.1 ===&lt;br /&gt;
&lt;br /&gt;
The power supply connector for 1.0 and 1.1 is a single column of pins described by the following chart. Pin 1 is the connector pin closest to the back of the Xbox.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pin || Usage&lt;br /&gt;
|-&lt;br /&gt;
| Pin 1 || PowOK&lt;br /&gt;
|-&lt;br /&gt;
| Pin 2 || PowON&lt;br /&gt;
|-&lt;br /&gt;
| Pin 3 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 4 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 5 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 6 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 7 || +3.3V Standby&lt;br /&gt;
|-&lt;br /&gt;
| Pin 8 || +3.3V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 9 || +5V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 10 || +5V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 11 || +5V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 12 || +12V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Xbox 1.2, 1.3, 1.4, and 1.5 ===&lt;br /&gt;
The power supply connector for the 1.2, 1.3, 1.4, and 1.5 xboxes is two columns. Pin 1, Column 1 being the top left pin. Pin 1, Column 2 being the top right pin. The top being the side closest to the back of the Xbox.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pin Column 1 || Usage || Pin Column 2 || Usage&lt;br /&gt;
|-&lt;br /&gt;
| Pin 1 || PowOK || Pin 1 || PowON&lt;br /&gt;
|-&lt;br /&gt;
| Pin 2 || GND || Pin 2 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 3 || None || Pin 3 || +3.3V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 4 || +3.3V || Pin 4 || None&lt;br /&gt;
|-&lt;br /&gt;
| Pin 5 || None || Pin 5 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 6 || GND || Pin 6 || +3.3V Standby&lt;br /&gt;
|-&lt;br /&gt;
| Pin 7 || None || Pin 7 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 8 || +5V || Pin 8 || +5V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 9 || +5V || Pin 9 || None&lt;br /&gt;
|-&lt;br /&gt;
| Pin 10 || +5V || Pin 10 || +12V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Xbox 1.6 ===&lt;br /&gt;
The connector for the 1.6 Xbox is two columns. Pin 1, Column 1 being the top left pin. Pin 1, Column 2 being the top right pin. The top being the side closest to the back of the Xbox. This is the same connector as a 1.2, 1.3, 1.4, and 1.5 xboxes, with a different pinout.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pin Column 1 || Usage || Pin Column 2 || Usage&lt;br /&gt;
|-&lt;br /&gt;
| Pin 1 || PowOK (3.3V Standby) || Pin 1 || PowON (3.3V)&lt;br /&gt;
|-&lt;br /&gt;
| Pin 2 || GND || Pin 2 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 3 || None || Pin 3 || None&lt;br /&gt;
|-&lt;br /&gt;
| Pin 4 || None || Pin 4 || None&lt;br /&gt;
|-&lt;br /&gt;
| Pin 5 || GND || Pin 5 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 6 || GND || Pin 6 || +5V (0.12V Standby)&lt;br /&gt;
|-&lt;br /&gt;
| Pin 7 || GND || Pin 7 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 8 || +5V Standby || Pin 8 || +5V Standby&lt;br /&gt;
|-&lt;br /&gt;
| Pin 9 || +5V Standby || Pin 9 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 10 || +5V Standby || Pin 10 || +12V (0.532V Standby)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Real world power usage ==&lt;br /&gt;
&lt;br /&gt;
DC amperage as measured on with a Fluke 376 clamp meter around the PSU to Motherboard connections. HDD not included in measurements and the DVD drive and controller rumble were not used.&lt;br /&gt;
AC wattage measured at 120v 60Hz using a 'KILL A WATT' meter includes all system components but DVD drive and controller rumble were not used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! XBOX V1.0 || Power off || Unleash X || Halo 2 Menu || DolphinClassic || Maximum Observed&lt;br /&gt;
|-&lt;br /&gt;
| GND || 0A || 5.9A || 5.8A || 6.0A || 6.2A&lt;br /&gt;
|-&lt;br /&gt;
| 3.3v Standby || 0.2A || 0.3A || 0.3A || 0.3A || 0.3A&lt;br /&gt;
|-&lt;br /&gt;
| 3.3v || 0A || 2.5A || 2.2A || 2.7A || 2.7A&lt;br /&gt;
|-&lt;br /&gt;
| 5v || 0A || 7.1A || 7.2A || 7.0A || 7.2A&lt;br /&gt;
|-&lt;br /&gt;
| 12v || 0A || 0.3A || 0.4A || 0.4A || 0.4A&lt;br /&gt;
|-&lt;br /&gt;
| ~120VAC || 2.1W || 67.4W || 65.3W || 68.5W || 68.5W&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! XBOX V1.3 || Power off || Unleash X || Halo 2 Menu || DolphinClassic || Maximum Observed&lt;br /&gt;
|-&lt;br /&gt;
| GND || 0A || 8.5A || 8.1A || 8.6A || 8.6A&lt;br /&gt;
|-&lt;br /&gt;
| 3.3v Standby || 0.4A || 0.5A || 0.5A || 0.5A || 0.5A&lt;br /&gt;
|-&lt;br /&gt;
| 3.3v || 0A || 3.7A || 2.9A || 3.7A || 3.7A&lt;br /&gt;
|-&lt;br /&gt;
| 5v || 0A || 6.4A || 6.7A || 6.5A || 6.7A&lt;br /&gt;
|-&lt;br /&gt;
| 12v || 0A || 0.2A || 0.3A || 0.2A || 0.3A&lt;br /&gt;
|-&lt;br /&gt;
| ~120VAC || 1.2W || 64.6W || 62.2W || 64.3W || 64.6W&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
TODO: Measure other hardware revisions and more usage scenarios.&lt;br /&gt;
&lt;br /&gt;
== Related links ==&lt;br /&gt;
&lt;br /&gt;
* [http://brandonw.net/consoles/xbox/ Describes how to turn an ATX Power-Supply to Xbox PSU]&lt;br /&gt;
* [https://web.archive.org/web/20060421203325/https://msmvps.com/blogs/matthewsoft/archive/2005/02/17/36238.aspx Powercord recall blog with exacter cable numbers]&lt;/div&gt;</summary>
		<author><name>CrunchBite</name></author>	</entry>

	<entry>
		<id>https://xboxdevwiki.net/index.php?title=Power_Supply&amp;diff=6772</id>
		<title>Power Supply</title>
		<link rel="alternate" type="text/html" href="https://xboxdevwiki.net/index.php?title=Power_Supply&amp;diff=6772"/>
				<updated>2019-09-01T17:36:49Z</updated>
		
		<summary type="html">&lt;p&gt;CrunchBite: /* Real world power usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's either a Foxlink{{citation needed}} or Delta Electronics power supply for most xboxes.&lt;br /&gt;
Some are rumored to be shipped with a Minebea brand and 1.6 xboxes are found with a &amp;quot;tuscany&amp;quot; made probably by Samsung.&lt;br /&gt;
&lt;br /&gt;
On a 1.0 xbox supply, there seems to be 2{{citation needed|reason=2 per region, or 2 overall? and, what about foxlink?}} types for the US 120V and EU 240V market.&lt;br /&gt;
&lt;br /&gt;
The standby voltage powers the [[SMC]] which handles turning on and off the system.&lt;br /&gt;
The Xbox supply needs a voltage (3V3?) on it's power-on line to leave the standby mode.&lt;br /&gt;
This results in the other voltages being supplied.&lt;br /&gt;
&lt;br /&gt;
=== Delta Electronics ===&lt;br /&gt;
The marks are on the PCB with a check next to them:&lt;br /&gt;
* Delta Electronics DPSN-96-AP-1 should be the EU 240V one{{citation needed}}&lt;br /&gt;
* Delta Electronics DPSN-96-AP is the US 120V one&lt;br /&gt;
&lt;br /&gt;
There is a link J11 under CR1 (right side of the coil under it) that might make the difference between 120V and 240V.&lt;br /&gt;
It also seems that the Bridge rectifier is bigger on the US models.&lt;br /&gt;
This could make sense as it has to handle double the current. So, before experimenting with this it might be worth to check if the installed type can handle 2.3 amps.&lt;br /&gt;
&lt;br /&gt;
The rated output currents are also noted on the PCB&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Power Rail&lt;br /&gt;
| Rated Current&lt;br /&gt;
|-&lt;br /&gt;
| 3.3V Standby&lt;br /&gt;
| 0.075A&lt;br /&gt;
|-&lt;br /&gt;
| 3.3V&lt;br /&gt;
| 4.8A&lt;br /&gt;
|-&lt;br /&gt;
| 5V&lt;br /&gt;
| 13.2A&lt;br /&gt;
|-&lt;br /&gt;
| 12V&lt;br /&gt;
| 1.2A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Foxlink Technology LTD ===&lt;br /&gt;
&lt;br /&gt;
{{FIXME|reason=I don't own any US xboxes to compare US foxlinks with}}On the lower heatsink, there is a sticker with the following markings and versions:&lt;br /&gt;
* MODEL: FTPS-0001 REV:B {{citation needed}} (120V)&lt;br /&gt;
* MODEL: FTPS-0002 REV:B (from a 2002 PAL (240V))&lt;br /&gt;
* MODEL: FTPS-0002 REV:H (from a 2003 PAL (240V))&lt;br /&gt;
* MODEL: FTPS-0002 REV:G {{citation needed}} (240V)&lt;br /&gt;
* MODEL: FTPS-0007 REV:B {{citation needed}} (120V) (are these after the powercord recall?)&lt;br /&gt;
* MODEL: FTPS-0007 REV:D {{citation needed}} (120V) (are these after the powercord recall?)&lt;br /&gt;
&lt;br /&gt;
The rated output currents are also noted on the sticker&lt;br /&gt;
&lt;br /&gt;
96W Max output power&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Power Rail&lt;br /&gt;
| Rated Current&lt;br /&gt;
|-&lt;br /&gt;
| 3.3V Standby&lt;br /&gt;
| 0.045A&lt;br /&gt;
|-&lt;br /&gt;
| 3.3V&lt;br /&gt;
| 4.8A&lt;br /&gt;
|-&lt;br /&gt;
| 5V&lt;br /&gt;
| 13.2A&lt;br /&gt;
|-&lt;br /&gt;
| 12V&lt;br /&gt;
| 1.2A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Powercord recall ====&lt;br /&gt;
&lt;br /&gt;
Microsoft started an powercord recall, or more like a replacement program [https://web.archive.org/web/20050301093947/http://www.xbox.com:80/en-US/news/0502/powercordannouncement.htm xbox.com]for what appeared to be Foxlink powersupplies having a bad powerplug connector on the back of the console and where installed in 1.0 and 1.1 Xboxes.{{citation needed}}.&lt;br /&gt;
Microsoft tried to resolve this by offering free replacement powercords and advising to trow out the old ones. [https://web.archive.org/web/20120722175134/http://www.xbox-scene.com/xbox1data/sep/EEpAEAylAluZlwSlOJ.php More to the power cord replacement than meets the eye?]{{FIXME|reason=why is this link here and where could / should it be instead? I think it's misplaced here}}.&lt;br /&gt;
&lt;br /&gt;
From the Microsoft powercord replacement FAQ:&lt;br /&gt;
&lt;br /&gt;
: '''Does my console require a replacement cord?'''&lt;br /&gt;
: If it was manufactured before October 23, 2003, your console requires a replacement cord (except for consoles purchased in Continental Europe, where consoles manufactured prior to January 13, 2004 require a replacement cord). Consoles manufactured after October 23, 2003 (after January 13, 2004 for consoles purchased in Continental Europe) do not require replacement cords because design improvements to the cord and console already protect against the problems that are addressed by the replacement cords.[https://web.archive.org/web/20050223041403/http://replacements.webprogram.com:80/en-us/faqs.asp#Q-7]&lt;br /&gt;
&lt;br /&gt;
The old page describing how to order has been archived here: [https://web.archive.org/web/20050223060900/http://replacements.webprogram.com:80/en-us/programoverview.asp] &lt;br /&gt;
One would either receive a thicker but very similar powercord or an actual [https://simple.wikipedia.org/wiki/GFCI GFI] (Ground Fault Circuit Interrupter). a online form would then be used to determine which type of cable you receive by means of serial number. {{FIXME|reason=I cant seem to find a source for these details yet, but I personally requested 2, 1 for my own Xbox (a 1.4, with a confirmed Delta. never replaced it.) and received a normal cable (EU). A friends xbox was older, 1.1/1.2?) and we got a european fusebox brick for his. looks like the UK one, but with the Benelux plug. It was all for free in Europe I remember the part number on my normal cable to be different (higher) for the newer one... ill check if I have it in the original box still}}&lt;br /&gt;
&lt;br /&gt;
===== AFCI =====&lt;br /&gt;
&lt;br /&gt;
A video of whats inside an european (UK) &amp;quot;AFCI&amp;quot; [https://www.youtube.com/watch?v=C0wQikAO-yA]&lt;br /&gt;
&lt;br /&gt;
An european AFCI ordered from MS for free had the following on the bottom label.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Part number&lt;br /&gt;
| X800925-100&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
| 200-240V~,50/60HZ, 610mA&lt;br /&gt;
|-&lt;br /&gt;
| MFG Code&lt;br /&gt;
| DN0855&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cable that is wired to the AFCI has the following markings:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! top&lt;br /&gt;
! bottom&lt;br /&gt;
|-&lt;br /&gt;
| JI-HAW&lt;br /&gt;
| JHT-031&lt;br /&gt;
|}&lt;br /&gt;
===== Old and New cords =====&lt;br /&gt;
&lt;br /&gt;
The replacement cable has the following markings:{{citation needed}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! top&lt;br /&gt;
! bottom&lt;br /&gt;
|-&lt;br /&gt;
| JHT-031&lt;br /&gt;
| {{citation needed}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The older cable that needed replacement was:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! top&lt;br /&gt;
! bottom&lt;br /&gt;
|-&lt;br /&gt;
| NITTO SS&lt;br /&gt;
| W41-27854&lt;br /&gt;
|-&lt;br /&gt;
| JHT-013&lt;br /&gt;
| N15905&lt;br /&gt;
|-&lt;br /&gt;
| JI-HAW&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| E147422&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Presumably this one doesn't come with tighter tolerances.&lt;br /&gt;
&lt;br /&gt;
=== Samsung &amp;quot;TUSCANY&amp;quot;===&lt;br /&gt;
Found in 1.6 xboxes and seems to be made by Samsung (or atleast the main transformer is, which also has the detail label on it)&lt;br /&gt;
{{FIXME|reason=There are TUSCANY powersuplies in some 1.6 xboxes?}}&lt;br /&gt;
* PSCD101301A&lt;br /&gt;
&lt;br /&gt;
=== Minebea ===&lt;br /&gt;
{{FIXME|reason=There are in the UK, Minebea powersuplies in some xboxes?}}&lt;br /&gt;
&lt;br /&gt;
* MS001A096EMJ&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Minebea Electronics UK LTD &lt;br /&gt;
!(circuit board)&lt;br /&gt;
|-&lt;br /&gt;
|DWG No.&lt;br /&gt;
|1 R26PA-SE300393 REV: E&lt;br /&gt;
|-&lt;br /&gt;
|PART No.&lt;br /&gt;
|1 1612100002&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0234-3&lt;br /&gt;
|-&lt;br /&gt;
!Sticker: &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NMB Technologies Corp&lt;br /&gt;
|Power Supply Division&lt;br /&gt;
|-&lt;br /&gt;
|Made in &lt;br /&gt;
|Thailand&lt;br /&gt;
|-&lt;br /&gt;
|Model:&lt;br /&gt;
|MS001A096EMJ&lt;br /&gt;
|-&lt;br /&gt;
|REV:&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|AC INPUT:100-120V&lt;br /&gt;
|2A 47-63Hz&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Connector pinout ==&lt;br /&gt;
&lt;br /&gt;
=== Xbox 1.0 and 1.1 ===&lt;br /&gt;
&lt;br /&gt;
The power supply connector for 1.0 and 1.1 is a single column of pins described by the following chart. Pin 1 is the connector pin closest to the back of the Xbox.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pin || Usage&lt;br /&gt;
|-&lt;br /&gt;
| Pin 1 || PowOK&lt;br /&gt;
|-&lt;br /&gt;
| Pin 2 || PowON&lt;br /&gt;
|-&lt;br /&gt;
| Pin 3 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 4 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 5 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 6 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 7 || +3.3V Standby&lt;br /&gt;
|-&lt;br /&gt;
| Pin 8 || +3.3V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 9 || +5V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 10 || +5V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 11 || +5V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 12 || +12V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Xbox 1.2, 1.3, 1.4, and 1.5 ===&lt;br /&gt;
The power supply connector for the 1.2, 1.3, 1.4, and 1.5 xboxes is two columns. Pin 1, Column 1 being the top left pin. Pin 1, Column 2 being the top right pin. The top being the side closest to the back of the Xbox.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pin Column 1 || Usage || Pin Column 2 || Usage&lt;br /&gt;
|-&lt;br /&gt;
| Pin 1 || PowOK || Pin 1 || PowON&lt;br /&gt;
|-&lt;br /&gt;
| Pin 2 || GND || Pin 2 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 3 || None || Pin 3 || +3.3V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 4 || +3.3V || Pin 4 || None&lt;br /&gt;
|-&lt;br /&gt;
| Pin 5 || None || Pin 5 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 6 || GND || Pin 6 || +3.3V Standby&lt;br /&gt;
|-&lt;br /&gt;
| Pin 7 || None || Pin 7 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 8 || +5V || Pin 8 || +5V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 9 || +5V || Pin 9 || None&lt;br /&gt;
|-&lt;br /&gt;
| Pin 10 || +5V || Pin 10 || +12V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Xbox 1.6 ===&lt;br /&gt;
The connector for the 1.6 Xbox is two columns. Pin 1, Column 1 being the top left pin. Pin 1, Column 2 being the top right pin. The top being the side closest to the back of the Xbox. This is the same connector as a 1.2, 1.3, 1.4, and 1.5 xboxes, with a different pinout.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pin Column 1 || Usage || Pin Column 2 || Usage&lt;br /&gt;
|-&lt;br /&gt;
| Pin 1 || PowOK (3.3V Standby) || Pin 1 || PowON (3.3V)&lt;br /&gt;
|-&lt;br /&gt;
| Pin 2 || GND || Pin 2 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 3 || None || Pin 3 || None&lt;br /&gt;
|-&lt;br /&gt;
| Pin 4 || None || Pin 4 || None&lt;br /&gt;
|-&lt;br /&gt;
| Pin 5 || GND || Pin 5 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 6 || GND || Pin 6 || +5V (0.12V Standby)&lt;br /&gt;
|-&lt;br /&gt;
| Pin 7 || GND || Pin 7 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 8 || +5V Standby || Pin 8 || +5V Standby&lt;br /&gt;
|-&lt;br /&gt;
| Pin 9 || +5V Standby || Pin 9 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 10 || +5V Standby || Pin 10 || +12V (0.532V Standby)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Real world power usage ==&lt;br /&gt;
&lt;br /&gt;
DC amperage as measured on a v1.0 Xbox with a Fluke 376 clamp meter around the PSU to Motherboard connections. HDD not included in measurements and the DVD drive and controller rumble were not used.&lt;br /&gt;
&lt;br /&gt;
AC wattage measured at 120v 60Hz using a 'KILL A WATT' meter includes all system components but DVD drive and controller rumble were not used.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  || Power off || Unleash X || Halo 2 Menu || DolphinClassic || Maximum Observed&lt;br /&gt;
|-&lt;br /&gt;
| GND || 0A || 5.9A || 5.8A || 6.0A || 6.2A&lt;br /&gt;
|-&lt;br /&gt;
| 3.3v Standby || 0.2A || 0.3A || 0.3A || 0.3A || 0.3A&lt;br /&gt;
|-&lt;br /&gt;
| 3.3v || 0A || 2.5A || 2.2A || 2.7A || 2.7A&lt;br /&gt;
|-&lt;br /&gt;
| 5v || 0A || 7.1A || 7.2A || 7.0A || 7.2A&lt;br /&gt;
|-&lt;br /&gt;
| 12v || 0A || 0.3A || 0.4A || 0.4A || 0.4A&lt;br /&gt;
|-&lt;br /&gt;
| ~120VAC || 2.1W || 67.4W || 65.3W || 68.5W || 68.5W&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
TODO: Measure other hardware revisions and more usage scenarios.&lt;br /&gt;
&lt;br /&gt;
== Related links ==&lt;br /&gt;
&lt;br /&gt;
* [http://brandonw.net/consoles/xbox/ Describes how to turn an ATX Power-Supply to Xbox PSU]&lt;br /&gt;
* [https://web.archive.org/web/20060421203325/https://msmvps.com/blogs/matthewsoft/archive/2005/02/17/36238.aspx Powercord recall blog with exacter cable numbers]&lt;/div&gt;</summary>
		<author><name>CrunchBite</name></author>	</entry>

	<entry>
		<id>https://xboxdevwiki.net/index.php?title=Power_Supply&amp;diff=6771</id>
		<title>Power Supply</title>
		<link rel="alternate" type="text/html" href="https://xboxdevwiki.net/index.php?title=Power_Supply&amp;diff=6771"/>
				<updated>2019-09-01T17:35:51Z</updated>
		
		<summary type="html">&lt;p&gt;CrunchBite: /* Real world power usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's either a Foxlink{{citation needed}} or Delta Electronics power supply for most xboxes.&lt;br /&gt;
Some are rumored to be shipped with a Minebea brand and 1.6 xboxes are found with a &amp;quot;tuscany&amp;quot; made probably by Samsung.&lt;br /&gt;
&lt;br /&gt;
On a 1.0 xbox supply, there seems to be 2{{citation needed|reason=2 per region, or 2 overall? and, what about foxlink?}} types for the US 120V and EU 240V market.&lt;br /&gt;
&lt;br /&gt;
The standby voltage powers the [[SMC]] which handles turning on and off the system.&lt;br /&gt;
The Xbox supply needs a voltage (3V3?) on it's power-on line to leave the standby mode.&lt;br /&gt;
This results in the other voltages being supplied.&lt;br /&gt;
&lt;br /&gt;
=== Delta Electronics ===&lt;br /&gt;
The marks are on the PCB with a check next to them:&lt;br /&gt;
* Delta Electronics DPSN-96-AP-1 should be the EU 240V one{{citation needed}}&lt;br /&gt;
* Delta Electronics DPSN-96-AP is the US 120V one&lt;br /&gt;
&lt;br /&gt;
There is a link J11 under CR1 (right side of the coil under it) that might make the difference between 120V and 240V.&lt;br /&gt;
It also seems that the Bridge rectifier is bigger on the US models.&lt;br /&gt;
This could make sense as it has to handle double the current. So, before experimenting with this it might be worth to check if the installed type can handle 2.3 amps.&lt;br /&gt;
&lt;br /&gt;
The rated output currents are also noted on the PCB&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Power Rail&lt;br /&gt;
| Rated Current&lt;br /&gt;
|-&lt;br /&gt;
| 3.3V Standby&lt;br /&gt;
| 0.075A&lt;br /&gt;
|-&lt;br /&gt;
| 3.3V&lt;br /&gt;
| 4.8A&lt;br /&gt;
|-&lt;br /&gt;
| 5V&lt;br /&gt;
| 13.2A&lt;br /&gt;
|-&lt;br /&gt;
| 12V&lt;br /&gt;
| 1.2A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Foxlink Technology LTD ===&lt;br /&gt;
&lt;br /&gt;
{{FIXME|reason=I don't own any US xboxes to compare US foxlinks with}}On the lower heatsink, there is a sticker with the following markings and versions:&lt;br /&gt;
* MODEL: FTPS-0001 REV:B {{citation needed}} (120V)&lt;br /&gt;
* MODEL: FTPS-0002 REV:B (from a 2002 PAL (240V))&lt;br /&gt;
* MODEL: FTPS-0002 REV:H (from a 2003 PAL (240V))&lt;br /&gt;
* MODEL: FTPS-0002 REV:G {{citation needed}} (240V)&lt;br /&gt;
* MODEL: FTPS-0007 REV:B {{citation needed}} (120V) (are these after the powercord recall?)&lt;br /&gt;
* MODEL: FTPS-0007 REV:D {{citation needed}} (120V) (are these after the powercord recall?)&lt;br /&gt;
&lt;br /&gt;
The rated output currents are also noted on the sticker&lt;br /&gt;
&lt;br /&gt;
96W Max output power&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Power Rail&lt;br /&gt;
| Rated Current&lt;br /&gt;
|-&lt;br /&gt;
| 3.3V Standby&lt;br /&gt;
| 0.045A&lt;br /&gt;
|-&lt;br /&gt;
| 3.3V&lt;br /&gt;
| 4.8A&lt;br /&gt;
|-&lt;br /&gt;
| 5V&lt;br /&gt;
| 13.2A&lt;br /&gt;
|-&lt;br /&gt;
| 12V&lt;br /&gt;
| 1.2A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Powercord recall ====&lt;br /&gt;
&lt;br /&gt;
Microsoft started an powercord recall, or more like a replacement program [https://web.archive.org/web/20050301093947/http://www.xbox.com:80/en-US/news/0502/powercordannouncement.htm xbox.com]for what appeared to be Foxlink powersupplies having a bad powerplug connector on the back of the console and where installed in 1.0 and 1.1 Xboxes.{{citation needed}}.&lt;br /&gt;
Microsoft tried to resolve this by offering free replacement powercords and advising to trow out the old ones. [https://web.archive.org/web/20120722175134/http://www.xbox-scene.com/xbox1data/sep/EEpAEAylAluZlwSlOJ.php More to the power cord replacement than meets the eye?]{{FIXME|reason=why is this link here and where could / should it be instead? I think it's misplaced here}}.&lt;br /&gt;
&lt;br /&gt;
From the Microsoft powercord replacement FAQ:&lt;br /&gt;
&lt;br /&gt;
: '''Does my console require a replacement cord?'''&lt;br /&gt;
: If it was manufactured before October 23, 2003, your console requires a replacement cord (except for consoles purchased in Continental Europe, where consoles manufactured prior to January 13, 2004 require a replacement cord). Consoles manufactured after October 23, 2003 (after January 13, 2004 for consoles purchased in Continental Europe) do not require replacement cords because design improvements to the cord and console already protect against the problems that are addressed by the replacement cords.[https://web.archive.org/web/20050223041403/http://replacements.webprogram.com:80/en-us/faqs.asp#Q-7]&lt;br /&gt;
&lt;br /&gt;
The old page describing how to order has been archived here: [https://web.archive.org/web/20050223060900/http://replacements.webprogram.com:80/en-us/programoverview.asp] &lt;br /&gt;
One would either receive a thicker but very similar powercord or an actual [https://simple.wikipedia.org/wiki/GFCI GFI] (Ground Fault Circuit Interrupter). a online form would then be used to determine which type of cable you receive by means of serial number. {{FIXME|reason=I cant seem to find a source for these details yet, but I personally requested 2, 1 for my own Xbox (a 1.4, with a confirmed Delta. never replaced it.) and received a normal cable (EU). A friends xbox was older, 1.1/1.2?) and we got a european fusebox brick for his. looks like the UK one, but with the Benelux plug. It was all for free in Europe I remember the part number on my normal cable to be different (higher) for the newer one... ill check if I have it in the original box still}}&lt;br /&gt;
&lt;br /&gt;
===== AFCI =====&lt;br /&gt;
&lt;br /&gt;
A video of whats inside an european (UK) &amp;quot;AFCI&amp;quot; [https://www.youtube.com/watch?v=C0wQikAO-yA]&lt;br /&gt;
&lt;br /&gt;
An european AFCI ordered from MS for free had the following on the bottom label.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Part number&lt;br /&gt;
| X800925-100&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
| 200-240V~,50/60HZ, 610mA&lt;br /&gt;
|-&lt;br /&gt;
| MFG Code&lt;br /&gt;
| DN0855&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cable that is wired to the AFCI has the following markings:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! top&lt;br /&gt;
! bottom&lt;br /&gt;
|-&lt;br /&gt;
| JI-HAW&lt;br /&gt;
| JHT-031&lt;br /&gt;
|}&lt;br /&gt;
===== Old and New cords =====&lt;br /&gt;
&lt;br /&gt;
The replacement cable has the following markings:{{citation needed}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! top&lt;br /&gt;
! bottom&lt;br /&gt;
|-&lt;br /&gt;
| JHT-031&lt;br /&gt;
| {{citation needed}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The older cable that needed replacement was:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! top&lt;br /&gt;
! bottom&lt;br /&gt;
|-&lt;br /&gt;
| NITTO SS&lt;br /&gt;
| W41-27854&lt;br /&gt;
|-&lt;br /&gt;
| JHT-013&lt;br /&gt;
| N15905&lt;br /&gt;
|-&lt;br /&gt;
| JI-HAW&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| E147422&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Presumably this one doesn't come with tighter tolerances.&lt;br /&gt;
&lt;br /&gt;
=== Samsung &amp;quot;TUSCANY&amp;quot;===&lt;br /&gt;
Found in 1.6 xboxes and seems to be made by Samsung (or atleast the main transformer is, which also has the detail label on it)&lt;br /&gt;
{{FIXME|reason=There are TUSCANY powersuplies in some 1.6 xboxes?}}&lt;br /&gt;
* PSCD101301A&lt;br /&gt;
&lt;br /&gt;
=== Minebea ===&lt;br /&gt;
{{FIXME|reason=There are in the UK, Minebea powersuplies in some xboxes?}}&lt;br /&gt;
&lt;br /&gt;
* MS001A096EMJ&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Minebea Electronics UK LTD &lt;br /&gt;
!(circuit board)&lt;br /&gt;
|-&lt;br /&gt;
|DWG No.&lt;br /&gt;
|1 R26PA-SE300393 REV: E&lt;br /&gt;
|-&lt;br /&gt;
|PART No.&lt;br /&gt;
|1 1612100002&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0234-3&lt;br /&gt;
|-&lt;br /&gt;
!Sticker: &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NMB Technologies Corp&lt;br /&gt;
|Power Supply Division&lt;br /&gt;
|-&lt;br /&gt;
|Made in &lt;br /&gt;
|Thailand&lt;br /&gt;
|-&lt;br /&gt;
|Model:&lt;br /&gt;
|MS001A096EMJ&lt;br /&gt;
|-&lt;br /&gt;
|REV:&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|AC INPUT:100-120V&lt;br /&gt;
|2A 47-63Hz&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Connector pinout ==&lt;br /&gt;
&lt;br /&gt;
=== Xbox 1.0 and 1.1 ===&lt;br /&gt;
&lt;br /&gt;
The power supply connector for 1.0 and 1.1 is a single column of pins described by the following chart. Pin 1 is the connector pin closest to the back of the Xbox.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pin || Usage&lt;br /&gt;
|-&lt;br /&gt;
| Pin 1 || PowOK&lt;br /&gt;
|-&lt;br /&gt;
| Pin 2 || PowON&lt;br /&gt;
|-&lt;br /&gt;
| Pin 3 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 4 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 5 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 6 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 7 || +3.3V Standby&lt;br /&gt;
|-&lt;br /&gt;
| Pin 8 || +3.3V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 9 || +5V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 10 || +5V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 11 || +5V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 12 || +12V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Xbox 1.2, 1.3, 1.4, and 1.5 ===&lt;br /&gt;
The power supply connector for the 1.2, 1.3, 1.4, and 1.5 xboxes is two columns. Pin 1, Column 1 being the top left pin. Pin 1, Column 2 being the top right pin. The top being the side closest to the back of the Xbox.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pin Column 1 || Usage || Pin Column 2 || Usage&lt;br /&gt;
|-&lt;br /&gt;
| Pin 1 || PowOK || Pin 1 || PowON&lt;br /&gt;
|-&lt;br /&gt;
| Pin 2 || GND || Pin 2 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 3 || None || Pin 3 || +3.3V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 4 || +3.3V || Pin 4 || None&lt;br /&gt;
|-&lt;br /&gt;
| Pin 5 || None || Pin 5 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 6 || GND || Pin 6 || +3.3V Standby&lt;br /&gt;
|-&lt;br /&gt;
| Pin 7 || None || Pin 7 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 8 || +5V || Pin 8 || +5V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 9 || +5V || Pin 9 || None&lt;br /&gt;
|-&lt;br /&gt;
| Pin 10 || +5V || Pin 10 || +12V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Xbox 1.6 ===&lt;br /&gt;
The connector for the 1.6 Xbox is two columns. Pin 1, Column 1 being the top left pin. Pin 1, Column 2 being the top right pin. The top being the side closest to the back of the Xbox. This is the same connector as a 1.2, 1.3, 1.4, and 1.5 xboxes, with a different pinout.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pin Column 1 || Usage || Pin Column 2 || Usage&lt;br /&gt;
|-&lt;br /&gt;
| Pin 1 || PowOK (3.3V Standby) || Pin 1 || PowON (3.3V)&lt;br /&gt;
|-&lt;br /&gt;
| Pin 2 || GND || Pin 2 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 3 || None || Pin 3 || None&lt;br /&gt;
|-&lt;br /&gt;
| Pin 4 || None || Pin 4 || None&lt;br /&gt;
|-&lt;br /&gt;
| Pin 5 || GND || Pin 5 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 6 || GND || Pin 6 || +5V (0.12V Standby)&lt;br /&gt;
|-&lt;br /&gt;
| Pin 7 || GND || Pin 7 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 8 || +5V Standby || Pin 8 || +5V Standby&lt;br /&gt;
|-&lt;br /&gt;
| Pin 9 || +5V Standby || Pin 9 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 10 || +5V Standby || Pin 10 || +12V (0.532V Standby)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Real world power usage ==&lt;br /&gt;
&lt;br /&gt;
DC amperage as measured on a v1.0 Xbox with a Fluke 376 clamp meter around the PSU to Motherboard connections. HDD not included in measurements and the DVD drive and controller rumble were not used.&lt;br /&gt;
&lt;br /&gt;
AC wattage measured at 120v 60Hz using a 'KILL A WATT' meter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  || Power off || Unleash X || Halo 2 Menu || DolphinClassic || Maximum Observed&lt;br /&gt;
|-&lt;br /&gt;
| GND || 0A || 5.9A || 5.8A || 6.0A || 6.2A&lt;br /&gt;
|-&lt;br /&gt;
| 3.3v Standby || 0.2A || 0.3A || 0.3A || 0.3A || 0.3A&lt;br /&gt;
|-&lt;br /&gt;
| 3.3v || 0A || 2.5A || 2.2A || 2.7A || 2.7A&lt;br /&gt;
|-&lt;br /&gt;
| 5v || 0A || 7.1A || 7.2A || 7.0A || 7.2A&lt;br /&gt;
|-&lt;br /&gt;
| 12v || 0A || 0.3A || 0.4A || 0.4A || 0.4A&lt;br /&gt;
|-&lt;br /&gt;
| ~120VAC || 2.1W || 67.4W || 65.3W || 68.5W || 68.5W&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
TODO: Measure other hardware revisions and more usage scenarios.&lt;br /&gt;
&lt;br /&gt;
== Related links ==&lt;br /&gt;
&lt;br /&gt;
* [http://brandonw.net/consoles/xbox/ Describes how to turn an ATX Power-Supply to Xbox PSU]&lt;br /&gt;
* [https://web.archive.org/web/20060421203325/https://msmvps.com/blogs/matthewsoft/archive/2005/02/17/36238.aspx Powercord recall blog with exacter cable numbers]&lt;/div&gt;</summary>
		<author><name>CrunchBite</name></author>	</entry>

	<entry>
		<id>https://xboxdevwiki.net/index.php?title=Power_Supply&amp;diff=6770</id>
		<title>Power Supply</title>
		<link rel="alternate" type="text/html" href="https://xboxdevwiki.net/index.php?title=Power_Supply&amp;diff=6770"/>
				<updated>2019-08-30T02:23:26Z</updated>
		
		<summary type="html">&lt;p&gt;CrunchBite: Added &amp;quot;real world power usage&amp;quot; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's either a Foxlink{{citation needed}} or Delta Electronics power supply for most xboxes.&lt;br /&gt;
Some are rumored to be shipped with a Minebea brand and 1.6 xboxes are found with a &amp;quot;tuscany&amp;quot; made probably by Samsung.&lt;br /&gt;
&lt;br /&gt;
On a 1.0 xbox supply, there seems to be 2{{citation needed|reason=2 per region, or 2 overall? and, what about foxlink?}} types for the US 120V and EU 240V market.&lt;br /&gt;
&lt;br /&gt;
The standby voltage powers the [[SMC]] which handles turning on and off the system.&lt;br /&gt;
The Xbox supply needs a voltage (3V3?) on it's power-on line to leave the standby mode.&lt;br /&gt;
This results in the other voltages being supplied.&lt;br /&gt;
&lt;br /&gt;
=== Delta Electronics ===&lt;br /&gt;
The marks are on the PCB with a check next to them:&lt;br /&gt;
* Delta Electronics DPSN-96-AP-1 should be the EU 240V one{{citation needed}}&lt;br /&gt;
* Delta Electronics DPSN-96-AP is the US 120V one&lt;br /&gt;
&lt;br /&gt;
There is a link J11 under CR1 (right side of the coil under it) that might make the difference between 120V and 240V.&lt;br /&gt;
It also seems that the Bridge rectifier is bigger on the US models.&lt;br /&gt;
This could make sense as it has to handle double the current. So, before experimenting with this it might be worth to check if the installed type can handle 2.3 amps.&lt;br /&gt;
&lt;br /&gt;
The rated output currents are also noted on the PCB&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Power Rail&lt;br /&gt;
| Rated Current&lt;br /&gt;
|-&lt;br /&gt;
| 3.3V Standby&lt;br /&gt;
| 0.075A&lt;br /&gt;
|-&lt;br /&gt;
| 3.3V&lt;br /&gt;
| 4.8A&lt;br /&gt;
|-&lt;br /&gt;
| 5V&lt;br /&gt;
| 13.2A&lt;br /&gt;
|-&lt;br /&gt;
| 12V&lt;br /&gt;
| 1.2A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Foxlink Technology LTD ===&lt;br /&gt;
&lt;br /&gt;
{{FIXME|reason=I don't own any US xboxes to compare US foxlinks with}}On the lower heatsink, there is a sticker with the following markings and versions:&lt;br /&gt;
* MODEL: FTPS-0001 REV:B {{citation needed}} (120V)&lt;br /&gt;
* MODEL: FTPS-0002 REV:B (from a 2002 PAL (240V))&lt;br /&gt;
* MODEL: FTPS-0002 REV:H (from a 2003 PAL (240V))&lt;br /&gt;
* MODEL: FTPS-0002 REV:G {{citation needed}} (240V)&lt;br /&gt;
* MODEL: FTPS-0007 REV:B {{citation needed}} (120V) (are these after the powercord recall?)&lt;br /&gt;
* MODEL: FTPS-0007 REV:D {{citation needed}} (120V) (are these after the powercord recall?)&lt;br /&gt;
&lt;br /&gt;
The rated output currents are also noted on the sticker&lt;br /&gt;
&lt;br /&gt;
96W Max output power&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Power Rail&lt;br /&gt;
| Rated Current&lt;br /&gt;
|-&lt;br /&gt;
| 3.3V Standby&lt;br /&gt;
| 0.045A&lt;br /&gt;
|-&lt;br /&gt;
| 3.3V&lt;br /&gt;
| 4.8A&lt;br /&gt;
|-&lt;br /&gt;
| 5V&lt;br /&gt;
| 13.2A&lt;br /&gt;
|-&lt;br /&gt;
| 12V&lt;br /&gt;
| 1.2A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Powercord recall ====&lt;br /&gt;
&lt;br /&gt;
Microsoft started an powercord recall, or more like a replacement program [https://web.archive.org/web/20050301093947/http://www.xbox.com:80/en-US/news/0502/powercordannouncement.htm xbox.com]for what appeared to be Foxlink powersupplies having a bad powerplug connector on the back of the console and where installed in 1.0 and 1.1 Xboxes.{{citation needed}}.&lt;br /&gt;
Microsoft tried to resolve this by offering free replacement powercords and advising to trow out the old ones. [https://web.archive.org/web/20120722175134/http://www.xbox-scene.com/xbox1data/sep/EEpAEAylAluZlwSlOJ.php More to the power cord replacement than meets the eye?]{{FIXME|reason=why is this link here and where could / should it be instead? I think it's misplaced here}}.&lt;br /&gt;
&lt;br /&gt;
From the Microsoft powercord replacement FAQ:&lt;br /&gt;
&lt;br /&gt;
: '''Does my console require a replacement cord?'''&lt;br /&gt;
: If it was manufactured before October 23, 2003, your console requires a replacement cord (except for consoles purchased in Continental Europe, where consoles manufactured prior to January 13, 2004 require a replacement cord). Consoles manufactured after October 23, 2003 (after January 13, 2004 for consoles purchased in Continental Europe) do not require replacement cords because design improvements to the cord and console already protect against the problems that are addressed by the replacement cords.[https://web.archive.org/web/20050223041403/http://replacements.webprogram.com:80/en-us/faqs.asp#Q-7]&lt;br /&gt;
&lt;br /&gt;
The old page describing how to order has been archived here: [https://web.archive.org/web/20050223060900/http://replacements.webprogram.com:80/en-us/programoverview.asp] &lt;br /&gt;
One would either receive a thicker but very similar powercord or an actual [https://simple.wikipedia.org/wiki/GFCI GFI] (Ground Fault Circuit Interrupter). a online form would then be used to determine which type of cable you receive by means of serial number. {{FIXME|reason=I cant seem to find a source for these details yet, but I personally requested 2, 1 for my own Xbox (a 1.4, with a confirmed Delta. never replaced it.) and received a normal cable (EU). A friends xbox was older, 1.1/1.2?) and we got a european fusebox brick for his. looks like the UK one, but with the Benelux plug. It was all for free in Europe I remember the part number on my normal cable to be different (higher) for the newer one... ill check if I have it in the original box still}}&lt;br /&gt;
&lt;br /&gt;
===== AFCI =====&lt;br /&gt;
&lt;br /&gt;
A video of whats inside an european (UK) &amp;quot;AFCI&amp;quot; [https://www.youtube.com/watch?v=C0wQikAO-yA]&lt;br /&gt;
&lt;br /&gt;
An european AFCI ordered from MS for free had the following on the bottom label.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Part number&lt;br /&gt;
| X800925-100&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
| 200-240V~,50/60HZ, 610mA&lt;br /&gt;
|-&lt;br /&gt;
| MFG Code&lt;br /&gt;
| DN0855&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cable that is wired to the AFCI has the following markings:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! top&lt;br /&gt;
! bottom&lt;br /&gt;
|-&lt;br /&gt;
| JI-HAW&lt;br /&gt;
| JHT-031&lt;br /&gt;
|}&lt;br /&gt;
===== Old and New cords =====&lt;br /&gt;
&lt;br /&gt;
The replacement cable has the following markings:{{citation needed}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! top&lt;br /&gt;
! bottom&lt;br /&gt;
|-&lt;br /&gt;
| JHT-031&lt;br /&gt;
| {{citation needed}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The older cable that needed replacement was:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! top&lt;br /&gt;
! bottom&lt;br /&gt;
|-&lt;br /&gt;
| NITTO SS&lt;br /&gt;
| W41-27854&lt;br /&gt;
|-&lt;br /&gt;
| JHT-013&lt;br /&gt;
| N15905&lt;br /&gt;
|-&lt;br /&gt;
| JI-HAW&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| E147422&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Presumably this one doesn't come with tighter tolerances.&lt;br /&gt;
&lt;br /&gt;
=== Samsung &amp;quot;TUSCANY&amp;quot;===&lt;br /&gt;
Found in 1.6 xboxes and seems to be made by Samsung (or atleast the main transformer is, which also has the detail label on it)&lt;br /&gt;
{{FIXME|reason=There are TUSCANY powersuplies in some 1.6 xboxes?}}&lt;br /&gt;
* PSCD101301A&lt;br /&gt;
&lt;br /&gt;
=== Minebea ===&lt;br /&gt;
{{FIXME|reason=There are in the UK, Minebea powersuplies in some xboxes?}}&lt;br /&gt;
&lt;br /&gt;
* MS001A096EMJ&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Minebea Electronics UK LTD &lt;br /&gt;
!(circuit board)&lt;br /&gt;
|-&lt;br /&gt;
|DWG No.&lt;br /&gt;
|1 R26PA-SE300393 REV: E&lt;br /&gt;
|-&lt;br /&gt;
|PART No.&lt;br /&gt;
|1 1612100002&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0234-3&lt;br /&gt;
|-&lt;br /&gt;
!Sticker: &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NMB Technologies Corp&lt;br /&gt;
|Power Supply Division&lt;br /&gt;
|-&lt;br /&gt;
|Made in &lt;br /&gt;
|Thailand&lt;br /&gt;
|-&lt;br /&gt;
|Model:&lt;br /&gt;
|MS001A096EMJ&lt;br /&gt;
|-&lt;br /&gt;
|REV:&lt;br /&gt;
|08&lt;br /&gt;
|-&lt;br /&gt;
|AC INPUT:100-120V&lt;br /&gt;
|2A 47-63Hz&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Connector pinout ==&lt;br /&gt;
&lt;br /&gt;
=== Xbox 1.0 and 1.1 ===&lt;br /&gt;
&lt;br /&gt;
The power supply connector for 1.0 and 1.1 is a single column of pins described by the following chart. Pin 1 is the connector pin closest to the back of the Xbox.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pin || Usage&lt;br /&gt;
|-&lt;br /&gt;
| Pin 1 || PowOK&lt;br /&gt;
|-&lt;br /&gt;
| Pin 2 || PowON&lt;br /&gt;
|-&lt;br /&gt;
| Pin 3 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 4 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 5 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 6 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 7 || +3.3V Standby&lt;br /&gt;
|-&lt;br /&gt;
| Pin 8 || +3.3V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 9 || +5V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 10 || +5V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 11 || +5V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 12 || +12V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Xbox 1.2, 1.3, 1.4, and 1.5 ===&lt;br /&gt;
The power supply connector for the 1.2, 1.3, 1.4, and 1.5 xboxes is two columns. Pin 1, Column 1 being the top left pin. Pin 1, Column 2 being the top right pin. The top being the side closest to the back of the Xbox.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pin Column 1 || Usage || Pin Column 2 || Usage&lt;br /&gt;
|-&lt;br /&gt;
| Pin 1 || PowOK || Pin 1 || PowON&lt;br /&gt;
|-&lt;br /&gt;
| Pin 2 || GND || Pin 2 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 3 || None || Pin 3 || +3.3V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 4 || +3.3V || Pin 4 || None&lt;br /&gt;
|-&lt;br /&gt;
| Pin 5 || None || Pin 5 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 6 || GND || Pin 6 || +3.3V Standby&lt;br /&gt;
|-&lt;br /&gt;
| Pin 7 || None || Pin 7 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 8 || +5V || Pin 8 || +5V&lt;br /&gt;
|-&lt;br /&gt;
| Pin 9 || +5V || Pin 9 || None&lt;br /&gt;
|-&lt;br /&gt;
| Pin 10 || +5V || Pin 10 || +12V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Xbox 1.6 ===&lt;br /&gt;
The connector for the 1.6 Xbox is two columns. Pin 1, Column 1 being the top left pin. Pin 1, Column 2 being the top right pin. The top being the side closest to the back of the Xbox. This is the same connector as a 1.2, 1.3, 1.4, and 1.5 xboxes, with a different pinout.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pin Column 1 || Usage || Pin Column 2 || Usage&lt;br /&gt;
|-&lt;br /&gt;
| Pin 1 || PowOK (3.3V Standby) || Pin 1 || PowON (3.3V)&lt;br /&gt;
|-&lt;br /&gt;
| Pin 2 || GND || Pin 2 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 3 || None || Pin 3 || None&lt;br /&gt;
|-&lt;br /&gt;
| Pin 4 || None || Pin 4 || None&lt;br /&gt;
|-&lt;br /&gt;
| Pin 5 || GND || Pin 5 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 6 || GND || Pin 6 || +5V (0.12V Standby)&lt;br /&gt;
|-&lt;br /&gt;
| Pin 7 || GND || Pin 7 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 8 || +5V Standby || Pin 8 || +5V Standby&lt;br /&gt;
|-&lt;br /&gt;
| Pin 9 || +5V Standby || Pin 9 || GND&lt;br /&gt;
|-&lt;br /&gt;
| Pin 10 || +5V Standby || Pin 10 || +12V (0.532V Standby)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Real world power usage ==&lt;br /&gt;
&lt;br /&gt;
As measured on a v1.0 Xbox with a Fluke 376 clamp meter around the PSU to Motherboard connections. HDD not included in measurements and the DVD drive and controller rumble were not used.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  || Power off || Unleash X || Halo 2 Menu || DolphinClassic || Maximum Observed&lt;br /&gt;
|-&lt;br /&gt;
| GND || 0A || 5.9A || 5.8A || 6.0A || 6.2A&lt;br /&gt;
|-&lt;br /&gt;
| 3.3v Standby || 0.2A || 0.3A || 0.3A || 0.3A || 0.3A&lt;br /&gt;
|-&lt;br /&gt;
| 3.3v || 0A || 2.5A || 2.2A || 2.7A || 2.7A&lt;br /&gt;
|-&lt;br /&gt;
| 5v || 0A || 7.1A || 7.2A || 7.0A || 7.2A&lt;br /&gt;
|-&lt;br /&gt;
| 12v || 0A || 0.3A || 0.4A || 0.4A || 0.4A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
TODO: Measure other hardware revisions and more usage scenarios.&lt;br /&gt;
&lt;br /&gt;
== Related links ==&lt;br /&gt;
&lt;br /&gt;
* [http://brandonw.net/consoles/xbox/ Describes how to turn an ATX Power-Supply to Xbox PSU]&lt;br /&gt;
* [https://web.archive.org/web/20060421203325/https://msmvps.com/blogs/matthewsoft/archive/2005/02/17/36238.aspx Powercord recall blog with exacter cable numbers]&lt;/div&gt;</summary>
		<author><name>CrunchBite</name></author>	</entry>

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