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		<id>https://xboxdevwiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Monocasa</id>
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		<updated>2026-04-26T12:49:59Z</updated>
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	<entry>
		<id>https://xboxdevwiki.net/index.php?title=Hard_Drive&amp;diff=7037</id>
		<title>Hard Drive</title>
		<link rel="alternate" type="text/html" href="https://xboxdevwiki.net/index.php?title=Hard_Drive&amp;diff=7037"/>
				<updated>2022-03-22T04:55:02Z</updated>
		
		<summary type="html">&lt;p&gt;Monocasa: Fill in config area partition path&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The original Xbox hard disk drive was 8 GB in size.  Later releases, 10 GB drives; however, only the first 8 GB of the drive was used. See [[Hardware Revisions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Partitions ==&lt;br /&gt;
The Xbox hard disk contains multiple partitions. Unlike a PC, which typically contains either a [https://en.wikipedia.org/wiki/Master_boot_record Master Boot Record] or [https://en.wikipedia.org/wiki/GUID_Partition_Table GUID Partition Table] to specify the partition information, the Xbox kernel uses a fixed partition layout. The file system used on the Xbox is [[FATX]], a variant of FAT16/32 developed by Microsoft specifically for the Xbox.&lt;br /&gt;
{{FIXME|reason=Is this the same for all HDD sizes? could the number of free blocks in the savegame menu be used to calculate what kind of HDD you have?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drive Letter{{FIXME|reason=This is under control of running application / variation even in official products?}}&lt;br /&gt;
! Description&lt;br /&gt;
! Offset (bytes)&lt;br /&gt;
! Size (bytes)&lt;br /&gt;
! Filesystem&lt;br /&gt;
! Device Object (MS Retail Kernel)&lt;br /&gt;
|-&lt;br /&gt;
| N/A&lt;br /&gt;
| [[Config Sector|Config Area]]&lt;br /&gt;
| 0x00000000&lt;br /&gt;
| 0x00080000&lt;br /&gt;
| Fixed Structure&lt;br /&gt;
| \Device\Harddisk0\Partition0&lt;br /&gt;
|-&lt;br /&gt;
| X&lt;br /&gt;
| Game Cache&lt;br /&gt;
| 0x00080000&lt;br /&gt;
| 0x2ee00000&lt;br /&gt;
| FATX&lt;br /&gt;
| \Device\Harddisk0\Partition3&lt;br /&gt;
|-&lt;br /&gt;
| Y&lt;br /&gt;
| Game Cache&lt;br /&gt;
| 0x2ee80000&lt;br /&gt;
| 0x2ee00000&lt;br /&gt;
| FATX&lt;br /&gt;
| \Device\Harddisk0\Partition4&lt;br /&gt;
|-&lt;br /&gt;
| Z&lt;br /&gt;
| Game Cache&lt;br /&gt;
| 0x5dc80000&lt;br /&gt;
| 0x2ee00000&lt;br /&gt;
| FATX&lt;br /&gt;
| \Device\Harddisk0\Partition5&lt;br /&gt;
|-&lt;br /&gt;
| C&lt;br /&gt;
| System&lt;br /&gt;
| 0x8ca80000&lt;br /&gt;
| 0x1f400000&lt;br /&gt;
| FATX&lt;br /&gt;
| \Device\Harddisk0\Partition2&lt;br /&gt;
|-&lt;br /&gt;
| E&lt;br /&gt;
| Data&lt;br /&gt;
| 0xabe80000&lt;br /&gt;
| 0x131f00000&lt;br /&gt;
| FATX&lt;br /&gt;
| \Device\Harddisk0\Partition1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::''side note: CD/DVD Drive &amp;quot;D:&amp;quot; &amp;lt;=&amp;gt; &amp;quot;\Device\CdRom0&amp;quot;''&lt;br /&gt;
::::::::::::::::::::::''and usually: added Drive &amp;quot;F:&amp;quot; &amp;lt;=&amp;gt; &amp;quot;\Device\Harddisk0\Partition6&amp;quot;''{{FIXME|reason=Mark as unofficial / homebrew}}&lt;br /&gt;
:::::::::::::::::::::::::&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;''added Drive &amp;quot;G:&amp;quot; &amp;lt;=&amp;gt; &amp;quot;\Device\Harddisk0\Partition7&amp;quot;''{{FIXME|reason=Mark as unofficial / homebrew}}&lt;br /&gt;
&lt;br /&gt;
'''Debug/Devkit HDD:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drive Letter&lt;br /&gt;
! Description&lt;br /&gt;
! Offset (bytes)&lt;br /&gt;
! Size (bytes)&lt;br /&gt;
! Filesystem&lt;br /&gt;
! Device Object (MS Retail Kernel)&lt;br /&gt;
|-&lt;br /&gt;
| [FIXME]&lt;br /&gt;
| [FIXME]&lt;br /&gt;
| [FIXME]&lt;br /&gt;
| [FIXME]&lt;br /&gt;
| [FIXME]&lt;br /&gt;
| [FIXME]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''FIXME:'''&lt;br /&gt;
* Add info on how extended partitions are added.&lt;br /&gt;
&lt;br /&gt;
== Locking Mechanism and Basics ==&lt;br /&gt;
The hard drives in the Xbox are standard IDE drives locked with a key (referred to as the HDKey). The drive is unlocked by the Kernel at boot. The XBox uses a User Password with the Maximum security mode (see below).&lt;br /&gt;
The password is generated in two distinct phases:&lt;br /&gt;
* Extract the HDKey from the [[EEPROM]] which is unique to each Xbox making this phase dependent only on the [[EEPROM]].&lt;br /&gt;
* Generate a drive specific password (keyed to the model and serial number of the drive) with the extracted HDKey from the [[EEPROM]].&lt;br /&gt;
&lt;br /&gt;
The security feature of the hard drive can be enabled and disabled by sending special ATA commands to the drive. If a device is locked, it will refuse all access until it is unlocked.&lt;br /&gt;
&lt;br /&gt;
=== Locking Mechanism ===&lt;br /&gt;
The ATA/ATAPI Command Set - 2 (ACS-2) specification &amp;lt;ref&amp;gt;[http://www.t13.org/documents/UploadedDocuments/docs2011/d2015r7-ATAATAPI_Command_Set_-_2_ACS-2.pdf Draft: ATA/ATAPI Command Set - 2 (ACS-2) - T13/2015-D - Revision 7, June 22, 2011] (t13.org); Note: T13 drafts are freely available, only the final standards are behind a paywall.&amp;lt;/ref&amp;gt; defines an optional ''SECURITY'' feature subset (chapter 7.43 - 7.48) which allows to limit access to the drive's data behind a hardware implemented locking mechanism:&lt;br /&gt;
&lt;br /&gt;
* SECURITY DISABLE PASSWORD (Chapter 7.43)&lt;br /&gt;
* SECURITY ERASE PREPARE (Chapter 7.44)&lt;br /&gt;
* SECURITY ERASE UNIT (Chapter 7.45)&lt;br /&gt;
* SECURITY FREEZE LOCK (Chapter 7.46)&lt;br /&gt;
* SECURITY SET PASSWORD (Chapter 7.47)&lt;br /&gt;
* SECURITY UNLOCK (Chapter 7.48)&lt;br /&gt;
&lt;br /&gt;
==== The Password ====&lt;br /&gt;
A device can have two passwords; either or both may be set with a maximum of 32 byte each. A device can be locked in two modes: High security mode or Maximum security mode. If the User password is not available, the only remaining way to get at least the bare hardware back to a usable state is to issue the SECURITY ERASE PREPARE command, immediately followed by SECURITY ERASE UNIT. In Maximum security mode, the SECURITY ERASE UNIT command requires the Master password and will completely erase all data on the disk.&lt;br /&gt;
&lt;br /&gt;
===== User Password =====&lt;br /&gt;
If a ''User Password'' is set (SECURITY SET PASSWORD), the drive blocks the access on a reboot again so you have to re-enter the password (SECURITY UNLOCK). Setting the ''User Password'' will also set the ''Master Password Capability''.&lt;br /&gt;
&lt;br /&gt;
===== Master Password =====&lt;br /&gt;
If the ''Master Password Capability'' is set the drive could be locked in one of two modes. Bit 8 in word 128 of the IDENTIFY response shows which mode the drive is in:&lt;br /&gt;
* 0 = High: the ''Master Password'' could be used to unlock (SECURITY UNLOCK) just like the ''User Password'' or to deactivate the ''User Password'' (SECURITY DISABLE PASSWORD).&lt;br /&gt;
* 1 = Maximum: the ''Master Password'' could only be used to wipe the drive (SECURITY ERASE UNIT). This makes the drive usable again but all data on it is lost.&lt;br /&gt;
&lt;br /&gt;
=== Drive Data ===&lt;br /&gt;
During the second phase, the serial and model numbers are needed. These values are available in the response data from the DEVICE_IDENTITY ATA command. However, the data needs to be reorganized. It is read in Big Endian words, and needs to be byte swapped first to get the byte ordering correct. Then, starting from the end of the data (serial == 20 bytes, model == 40 bytes) ignore ASCII spaces (byte value of 0x20) at the end of the data. Zeros are *not* trimmed, *only* spaces. Do not be fooled into believing that this data is a string. On some drives this is the case, but on others there are non-ASCII values in the fields.&lt;br /&gt;
&lt;br /&gt;
=== Basic Security Algorithms ===&lt;br /&gt;
There are three primary cryptography routines/functions needed when generating an XBox drive password:&lt;br /&gt;
* SHA1: Hashing algorithm. It's primary purpose is to take an input message and create a (relatively) small signature (called a digest) which is unique to the original message. One of the goals of SHA1 is to make it difficult to alter the input message in such a way as to result in the same output digest.&lt;br /&gt;
* RC4: Symmetric cipher. This means that the algorithm for encryption is the same as that for decryption. The purpose is to make one key work in both directions.&lt;br /&gt;
* HMAC: Uses a hashing algorithm (in this case SHA1) to generate a cryptographically &amp;quot;strong&amp;quot; signature.&lt;br /&gt;
&lt;br /&gt;
==== Password Algorithm ====&lt;br /&gt;
- Key data is shown entering functions from the side&lt;br /&gt;
- Data is shown entring from above or below in order of presentation from left to right&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;                                       RC4_key &amp;amp;gt;--(second)--&amp;amp;gt;--,&lt;br /&gt;
                                         /|\                   |&lt;br /&gt;
                                          |                    |&lt;br /&gt;
 .-&amp;amp;lt;--|__eeprom_key__|--&amp;amp;gt;-----------&amp;amp;gt; HMAC_SHA1                |&lt;br /&gt;
 |                                       /|\                   |&lt;br /&gt;
 |                                        |                    |&lt;br /&gt;
 |                        .---&amp;amp;gt;-----------'                    |&lt;br /&gt;
 |                        |                                    |&lt;br /&gt;
 |  eeprom_data = |__data_hash___|__enc_conf__|__enc_data__|   |&lt;br /&gt;
 |                        |             |           |          |&lt;br /&gt;
 |                        |            \|/          |          |&lt;br /&gt;
 |                        |        rc4_decrypt &amp;amp;lt;----|---------&amp;amp;lt;|&lt;br /&gt;
 |                        |             |           |          |&lt;br /&gt;
 |                       \|/            |           |          |&lt;br /&gt;
 |                 (must be equal)      |          \|/         |&lt;br /&gt;
 |                       /|\            |      rc4_decrypt &amp;amp;lt;---'&lt;br /&gt;
 |                        |             |           |&lt;br /&gt;
 |                        |            \|/         \|/&lt;br /&gt;
 |                        |      |_confounder_|____data____|&lt;br /&gt;
 |                        |       /            /    |&lt;br /&gt;
 |                        |      /            /     |&lt;br /&gt;
 |                        |     /            /      |&lt;br /&gt;
 |                        |    /            /       |&lt;br /&gt;
 |                        |   \|/          /       \|/&lt;br /&gt;
 `---&amp;amp;gt;-----------------&amp;amp;gt; HMAC_SHA1        /   |__HDKey__|__|&lt;br /&gt;
                                /|\      /         |&lt;br /&gt;
                                 \______/          |&lt;br /&gt;
                                                   |&lt;br /&gt;
               .-------------------------&amp;amp;lt;--------'&lt;br /&gt;
               |&lt;br /&gt;
               |              model_number   serial_number&lt;br /&gt;
               |                      \        /&lt;br /&gt;
               |                       \      /&lt;br /&gt;
               `---&amp;amp;gt;-----------------&amp;amp;gt; HMAC_SHA1&lt;br /&gt;
                                           |&lt;br /&gt;
                                          \|/&lt;br /&gt;
                                      HD_password&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This seems to be the easiest way to show the required calculations.&lt;br /&gt;
&lt;br /&gt;
Basically there are several intermediate steps. First, generate the RC4_key from the eeprom_key and the data_hash (first 20 bytes of eeprom_data). Use the RC4_key to decrypt the encrypted confounder (8 bytes 20 bytes into eeprom_data) and the encrypted data (20 bytes 28 bytes into eeprom_data). Now generate an HMAC_SHA1 hash from the eeprom_key and the decrypted confounder and data. Verify that this hash matches the data_hash stored in the eeprom. If they don't match then the eeprom data is not correct. If the hashes match then the first 16 bytes of the decrypted data field is the HDKey.&lt;br /&gt;
&lt;br /&gt;
Once you have the HDKey get the model and serial number from the drive. Generate an HMAC_SHA1 hash from the HDKey, model and serial numbers. The resulting 20 bytes are the HD password. The remaining 12 bytes needed for the password are zeros.&lt;br /&gt;
&lt;br /&gt;
== Unlocking ==&lt;br /&gt;
Before connecting an Xbox HDD to a PC for a backup or modification, the drive must first be unlocked. This can be done with alternative dashboards (such as EvoX). But beware, once you unlock the disk you cannot use it with an official BIOS until you re-lock the disk! For this reason it is suggested to use a patched BIOS which does not require the disk to be locked. If you are unable to run unsigned code (needed to unlock the HDD before powering off), it is possible to hot-swap the drive after the Xbox has started. This is not a suggested method, but it has been known to work. The idea is that you start the Xbox and wait for the dashboard, at which point the drive will be unlocked. Then, while the Xbox is running, you disconnect the IDE cable (but not the power!), and then connect the drive to your PC. Then the drive can be mounted for read/write (using XboxHDM), or imaged directly.&lt;br /&gt;
&lt;br /&gt;
=== Unlock via Serial for Seagate drives ===&lt;br /&gt;
Look here: http://www.os2museum.com/wp/seagate-serial-talk/&lt;br /&gt;
&lt;br /&gt;
=== Universal Unlock Method(s) ===&lt;br /&gt;
'''TODO'''&lt;br /&gt;
&lt;br /&gt;
'''FIXME:'''&lt;br /&gt;
* Provide more info on locking/unlocking procedure.&lt;br /&gt;
* Provide details about the key and how it can be derived from the [[EEPROM]] data.&lt;br /&gt;
&lt;br /&gt;
== How To: Backup an HDD ==&lt;br /&gt;
There are two general methods to back up your HDD: copying the files, or creating a byte-for-byte image of the drive.&lt;br /&gt;
&lt;br /&gt;
=== Method 1: File Copy ===&lt;br /&gt;
This is an acceptable backup method, but it is not as accurate an exact copy. This method requires less work to create the backup, but more work to re-create a usable disk image. The dashboard files (found in C:) are the most essential part of a backup, and a complete disk image can be re-created (with some effort) with a copy of the dashboard files using a tool such as XboxHDM.&lt;br /&gt;
&lt;br /&gt;
==== Remote ====&lt;br /&gt;
Simply run an XBE on your Xbox that provides an FTP server. This is a standard feature for alternative dashboards (such as EvoX). Then connect to your Xbox from another system and copy all files in '''C:''' and '''E:'''.&lt;br /&gt;
&lt;br /&gt;
==== Direct ====&lt;br /&gt;
Unlock the HDD, connect it to your PC, mount the drive (see [[FATX]]), copy the files.&lt;br /&gt;
&lt;br /&gt;
=== Method 2: Exact Copy ===&lt;br /&gt;
This is the most accurate method to backup your hard disk. This method requires more work to create the backup, but does not require any effort to create a usable disk image like the first method. There are multiple ways to implement this method, one is provided here.&lt;br /&gt;
&lt;br /&gt;
Unlock the HDD, connect it to your PC using a USB-IDE adapter ([https://www.amazon.com/Sabrent-USB-DSC9-SATA-Drive-Converter/dp/B00DQJME7Y available for ~$20USD]).  In GNU/Linux and other *NIX variants, DD can be used to perform the block copy. For example: &amp;lt;code&amp;gt;sudo dd if=/dev/sdb of=xbox_hdd.raw bs=512&amp;lt;/code&amp;gt;. append &amp;lt;code&amp;gt;status=progress&amp;lt;/code&amp;gt; to see the progress during copying if you run a recent distro, like so: &amp;lt;code&amp;gt;sudo dd if=/dev/sdb of=xbox_hdd.raw bs=512 status=progress&amp;lt;/code&amp;gt;.If you're dumping an original Xbox HDD (capacity 8G or 10G), this will finish pretty quickly. The files can be extracted by mounting the filesystems in the image (see [[FATX]]).&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
* [https://web.archive.org/web/20150502210033/http://hackipedia.org/Disk%20formats/Partition%20tables/X-Box/Xbox_Partitioning_and_Filesystem_Details.htm Xbox Partitioning and Filesystem Details]&lt;br /&gt;
* [https://web.archive.org/web/20020617181617/http://www.tardis.ed.ac.uk:80/~lucien/computing/projects/xbox/XBOX-disk-layout.htm XBOX DISK LAYOUT v0.13]&lt;/div&gt;</summary>
		<author><name>Monocasa</name></author>	</entry>

	<entry>
		<id>https://xboxdevwiki.net/index.php?title=PCI&amp;diff=6609</id>
		<title>PCI</title>
		<link rel="alternate" type="text/html" href="https://xboxdevwiki.net/index.php?title=PCI&amp;diff=6609"/>
				<updated>2018-12-22T00:55:03Z</updated>
		
		<summary type="html">&lt;p&gt;Monocasa: Created page with &amp;quot;== Overview ==  Most Xbox devices are ultimately exposed to the CPU via a PCI bus.  PCI works by allowing individual devices to be interrogated and remapped through the physic...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Most Xbox devices are ultimately exposed to the CPU via a PCI bus.&lt;br /&gt;
&lt;br /&gt;
PCI works by allowing individual devices to be interrogated and remapped through the physical address space (both memory and IO space).  This interrogation and configuration occurs in a special address space known as PCI Config Space.  Typically an operating system scans the entire PCI Config Space at initilization time in order to map the relevant devices and load drivers.  Like a lot of single purpose embedded systems, the Xbox was shipped at the point of being a minimum viable product (ie. the PCI bus is horribly broken in remarkably crazy ways).&lt;br /&gt;
&lt;br /&gt;
PCI Config Addresses consist of three or four hex numbers, typically in the form of BB.DD:F or BB.DD:F.RR where&lt;br /&gt;
&lt;br /&gt;
* BB - Bus number - 00 through FF&lt;br /&gt;
* DD - Device Number - 00 through 1F&lt;br /&gt;
* F - Function Number - 0 through 7&lt;br /&gt;
* RR - Register In PCI Config Space - 00 through FC (register access is aligned on 4 byte words)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&lt;br /&gt;
All dumps are from a DVT4 completely booted to the official 5558 debug ROM&lt;br /&gt;
&lt;br /&gt;
=== 00.00:0 - Host Bridge Adapter ===&lt;br /&gt;
&lt;br /&gt;
XCodes write 7ffffff to config reg 84 pretty soon in boot (looks like part of DRAM init).&lt;br /&gt;
&lt;br /&gt;
 00.00:0.00: 02a510de&lt;br /&gt;
 00.00:0.04: 00100006&lt;br /&gt;
 00.00:0.08: 060000a1&lt;br /&gt;
 00.00:0.0c: 00800000&lt;br /&gt;
 00.00:0.10: 40000008&lt;br /&gt;
 00.00:0.14: 00000000&lt;br /&gt;
 00.00:0.18: 00000000&lt;br /&gt;
 00.00:0.1c: 00000000&lt;br /&gt;
 00.00:0.20: 00000000&lt;br /&gt;
 00.00:0.24: 00000000&lt;br /&gt;
 00.00:0.28: 00000000&lt;br /&gt;
 00.00:0.2c: 00000000&lt;br /&gt;
 00.00:0.30: 00000000&lt;br /&gt;
 00.00:0.34: 00000040&lt;br /&gt;
 00.00:0.38: 00000000&lt;br /&gt;
 00.00:0.3c: 00000000&lt;br /&gt;
 00.00:0.40: 00206002&lt;br /&gt;
 00.00:0.44: 1f000217&lt;br /&gt;
 00.00:0.48: 00000014&lt;br /&gt;
 00.00:0.4c: 00000001&lt;br /&gt;
 00.00:0.50: 00000000&lt;br /&gt;
 00.00:0.54: 10000000&lt;br /&gt;
 00.00:0.58: ffffffff&lt;br /&gt;
 00.00:0.5c: ffffffff&lt;br /&gt;
 00.00:0.60: 20010008&lt;br /&gt;
 00.00:0.64: 88880120&lt;br /&gt;
 00.00:0.68: 00000010&lt;br /&gt;
 00.00:0.6c: 0f0f0f21&lt;br /&gt;
 00.00:0.70: ffffffff&lt;br /&gt;
 00.00:0.74: ffffffff&lt;br /&gt;
 00.00:0.78: ffffffff&lt;br /&gt;
 00.00:0.7c: ffffffff&lt;br /&gt;
 00.00:0.80: 00000100&lt;br /&gt;
 00.00:0.84: 07ffffff&lt;br /&gt;
 00.00:0.88: 00000001&lt;br /&gt;
 00.00:0.8c: 3ff6f417&lt;br /&gt;
 00.00:0.90: 00000000&lt;br /&gt;
 00.00:0.94: f9feffff&lt;br /&gt;
 00.00:0.98: 00000000&lt;br /&gt;
 00.00:0.9c: 00000000&lt;br /&gt;
 00.00:0.a0: 00000000&lt;br /&gt;
 00.00:0.a4: 00002001&lt;br /&gt;
 00.00:0.a8: 00000000&lt;br /&gt;
 00.00:0.ac: 00000000&lt;br /&gt;
 00.00:0.b0: 00000001&lt;br /&gt;
 00.00:0.b4: 00000000&lt;br /&gt;
 00.00:0.b8: 00000000&lt;br /&gt;
 00.00:0.bc: 00000000&lt;br /&gt;
 00.00:0.c0: 00033333&lt;br /&gt;
 00.00:0.c4: 00033333&lt;br /&gt;
 00.00:0.c8: 00000013&lt;br /&gt;
 00.00:0.cc: 00000000&lt;br /&gt;
 00.00:0.d0: 00000000&lt;br /&gt;
 00.00:0.d4: 00000001&lt;br /&gt;
 00.00:0.d8: 07f0ffff&lt;br /&gt;
 00.00:0.dc: 00000000&lt;br /&gt;
 00.00:0.e0: 00400006&lt;br /&gt;
 00.00:0.e4: 01ff75b7&lt;br /&gt;
 00.00:0.e8: 00000000&lt;br /&gt;
 00.00:0.ec: 00000000&lt;br /&gt;
 00.00:0.f0: f0000001&lt;br /&gt;
 00.00:0.f4: 00000000&lt;br /&gt;
 00.00:0.f8: 00000000&lt;br /&gt;
 00.00:0.fc: 00000000&lt;br /&gt;
&lt;br /&gt;
 BAR0: 40000008 - c0000008 - 1073741824 bytes&lt;br /&gt;
 BAR1:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR2:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR3:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR4:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR5:        0 -        0 - 0 bytes&lt;br /&gt;
&lt;br /&gt;
=== 00.00:1 &amp;amp; 00.00:2 - Broken Devices ===&lt;br /&gt;
&lt;br /&gt;
Reading PCI Config Space for these devices will freeze the console.  Looking at the similar nForce chipsets, it is likely that these are DRAM controllers that aren't complete.&lt;br /&gt;
&lt;br /&gt;
=== 00.00:3 - DRAM Controller ===&lt;br /&gt;
&lt;br /&gt;
 00.00:3.00: 02a610de&lt;br /&gt;
 00.00:3.04: 00200000&lt;br /&gt;
 00.00:3.08: 050000a1&lt;br /&gt;
 00.00:3.0c: 00800000&lt;br /&gt;
 00.00:3.10: 00000000&lt;br /&gt;
 00.00:3.14: 00000000&lt;br /&gt;
 00.00:3.18: 00000000&lt;br /&gt;
 00.00:3.1c: 00000000&lt;br /&gt;
 00.00:3.20: 00000000&lt;br /&gt;
 00.00:3.24: 00000000&lt;br /&gt;
 00.00:3.28: 00000000&lt;br /&gt;
 00.00:3.2c: 00000000&lt;br /&gt;
 00.00:3.30: 00000000&lt;br /&gt;
 00.00:3.34: 00000000&lt;br /&gt;
 00.00:3.38: 00000000&lt;br /&gt;
 00.00:3.3c: 00000000&lt;br /&gt;
 00.00:3.40: f0f0c0c0&lt;br /&gt;
 00.00:3.44: 00c00000&lt;br /&gt;
 00.00:3.48: 00000000&lt;br /&gt;
 00.00:3.4c: 00000000&lt;br /&gt;
 00.00:3.50: 00000000&lt;br /&gt;
 00.00:3.54: 00000000&lt;br /&gt;
 00.00:3.58: 00000000&lt;br /&gt;
 00.00:3.5c: 04070000&lt;br /&gt;
 00.00:3.60: 00000000&lt;br /&gt;
 00.00:3.64: 01208001&lt;br /&gt;
 00.00:3.68: 0000006c&lt;br /&gt;
 00.00:3.6c: 01230801&lt;br /&gt;
 00.00:3.70: 00000000&lt;br /&gt;
 00.00:3.74: 00000000&lt;br /&gt;
 00.00:3.78: 00000000&lt;br /&gt;
 00.00:3.7c: 00000000&lt;br /&gt;
 00.00:3.80: 00000000&lt;br /&gt;
 00.00:3.84: 00000000&lt;br /&gt;
 00.00:3.88: 00000000&lt;br /&gt;
 00.00:3.8c: 00000000&lt;br /&gt;
 00.00:3.90: 00000000&lt;br /&gt;
 00.00:3.94: 00000000&lt;br /&gt;
 00.00:3.98: 00000000&lt;br /&gt;
 00.00:3.9c: 00000000&lt;br /&gt;
 00.00:3.a0: 00000000&lt;br /&gt;
 00.00:3.a4: 00000000&lt;br /&gt;
 00.00:3.a8: 00000000&lt;br /&gt;
 00.00:3.ac: 00000000&lt;br /&gt;
 00.00:3.b0: 00000000&lt;br /&gt;
 00.00:3.b4: 00000000&lt;br /&gt;
 00.00:3.b8: 00000000&lt;br /&gt;
 00.00:3.bc: 00000000&lt;br /&gt;
 00.00:3.c0: 00000000&lt;br /&gt;
 00.00:3.c4: 00000000&lt;br /&gt;
 00.00:3.c8: 00000000&lt;br /&gt;
 00.00:3.cc: 00000000&lt;br /&gt;
 00.00:3.d0: 00000000&lt;br /&gt;
 00.00:3.d4: 00000000&lt;br /&gt;
 00.00:3.d8: 00000000&lt;br /&gt;
 00.00:3.dc: 00000000&lt;br /&gt;
 00.00:3.e0: 00000000&lt;br /&gt;
 00.00:3.e4: 00000000&lt;br /&gt;
 00.00:3.e8: 00000000&lt;br /&gt;
 00.00:3.ec: 00000000&lt;br /&gt;
 00.00:3.f0: 00000000&lt;br /&gt;
 00.00:3.f4: 00000000&lt;br /&gt;
 00.00:3.f8: 00000000&lt;br /&gt;
 00.00:3.fc: 00000000&lt;br /&gt;
&lt;br /&gt;
 BAR0:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR1:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR2:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR3:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR4:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR5:        0 -        0 - 0 bytes&lt;br /&gt;
&lt;br /&gt;
=== 00.01:0 - ISA Bridge ===&lt;br /&gt;
&lt;br /&gt;
This is probably the LPC bus controller (LPC is just a serial version of the classic ISA bus).  A lot of random system init stuff gets written here on boot, both to it's IO space, and it's config space.&lt;br /&gt;
&lt;br /&gt;
 00.01:0.00: 01b210de&lt;br /&gt;
 00.01:0.04: 00b0000f&lt;br /&gt;
 00.01:0.08: 060100b2&lt;br /&gt;
 00.01:0.0c: 00800000&lt;br /&gt;
 00.01:0.10: 00008001&lt;br /&gt;
 00.01:0.14: 00000000&lt;br /&gt;
 00.01:0.18: 00000000&lt;br /&gt;
 00.01:0.1c: 00000000&lt;br /&gt;
 00.01:0.20: 00000000&lt;br /&gt;
 00.01:0.24: 00000000&lt;br /&gt;
 00.01:0.28: 00000000&lt;br /&gt;
 00.01:0.2c: 00000000&lt;br /&gt;
 00.01:0.30: 00000000&lt;br /&gt;
 00.01:0.34: 00000050&lt;br /&gt;
 00.01:0.38: 00000000&lt;br /&gt;
 00.01:0.3c: 00000000&lt;br /&gt;
 00.01:0.40: 00000000&lt;br /&gt;
 00.01:0.44: 20000000&lt;br /&gt;
 00.01:0.48: 00000440&lt;br /&gt;
 00.01:0.4c: 0000fdde&lt;br /&gt;
 00.01:0.50: 01410008&lt;br /&gt;
 00.01:0.54: 88880070&lt;br /&gt;
 00.01:0.58: 000000a0&lt;br /&gt;
 00.01:0.5c: 00000000&lt;br /&gt;
 00.01:0.60: 00000400&lt;br /&gt;
 00.01:0.64: 00000b0c&lt;br /&gt;
 00.01:0.68: 00031000&lt;br /&gt;
 00.01:0.6c: 0e065491&lt;br /&gt;
 00.01:0.70: 00000000&lt;br /&gt;
 00.01:0.74: 00000000&lt;br /&gt;
 00.01:0.78: 00000000&lt;br /&gt;
 00.01:0.7c: 00000000&lt;br /&gt;
 00.01:0.80: 04001800&lt;br /&gt;
 00.01:0.84: 00000000&lt;br /&gt;
 00.01:0.88: 0000000f&lt;br /&gt;
 00.01:0.8c: 48000000&lt;br /&gt;
 00.01:0.90: 00000080&lt;br /&gt;
 00.01:0.94: 00000000&lt;br /&gt;
 00.01:0.98: 811ced04&lt;br /&gt;
 00.01:0.9c: 871cc707&lt;br /&gt;
 00.01:0.a0: 00000000&lt;br /&gt;
 00.01:0.a4: 01500044&lt;br /&gt;
 00.01:0.a8: 00150004&lt;br /&gt;
 00.01:0.ac: 00070001&lt;br /&gt;
 00.01:0.b0: 02010000&lt;br /&gt;
 00.01:0.b4: 00010f12&lt;br /&gt;
 00.01:0.b8: 00000000&lt;br /&gt;
 00.01:0.bc: 01008001&lt;br /&gt;
 00.01:0.c0: 00000000&lt;br /&gt;
 00.01:0.c4: 00000000&lt;br /&gt;
 00.01:0.c8: 00000000&lt;br /&gt;
 00.01:0.cc: 00000000&lt;br /&gt;
 00.01:0.d0: 607f7e7c&lt;br /&gt;
 00.01:0.d4: 7c7e7c78&lt;br /&gt;
 00.01:0.d8: 00007e7f&lt;br /&gt;
 00.01:0.dc: 00000000&lt;br /&gt;
 00.01:0.e0: 00000000&lt;br /&gt;
 00.01:0.e4: 00000000&lt;br /&gt;
 00.01:0.e8: 00000000&lt;br /&gt;
 00.01:0.ec: 00000000&lt;br /&gt;
 00.01:0.f0: 00000f00&lt;br /&gt;
 00.01:0.f4: 00000000&lt;br /&gt;
 00.01:0.f8: 00000000&lt;br /&gt;
 00.01:0.fc: 00000000&lt;br /&gt;
&lt;br /&gt;
 BAR0:     8001 - ffffff01 - 256 bytes&lt;br /&gt;
 BAR1:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR2:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR3:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR4:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR5:        0 -        0 - 0 bytes&lt;br /&gt;
&lt;br /&gt;
=== 00.01:1 - SMBUS Controller ===&lt;br /&gt;
&lt;br /&gt;
It's unknown what backs BAR0 and BAR2.  BAR0 is never quite setup, and is therefor pointed to the IO ports from 00 to 0F.  Cromwell interestingly writes to IO port 00 accidentally.&lt;br /&gt;
&lt;br /&gt;
 00.01:1.00: 01b410de&lt;br /&gt;
 00.01:1.04: 00b00001&lt;br /&gt;
 00.01:1.08: 0c0500b1&lt;br /&gt;
 00.01:1.0c: 00800000&lt;br /&gt;
 00.01:1.10: 00000001&lt;br /&gt;
 00.01:1.14: 0000c001&lt;br /&gt;
 00.01:1.18: 0000c201&lt;br /&gt;
 00.01:1.1c: 00000000&lt;br /&gt;
 00.01:1.20: 00000000&lt;br /&gt;
 00.01:1.24: 00000000&lt;br /&gt;
 00.01:1.28: 00000000&lt;br /&gt;
 00.01:1.2c: 00000000&lt;br /&gt;
 00.01:1.30: 00000000&lt;br /&gt;
 00.01:1.34: 00000044&lt;br /&gt;
 00.01:1.38: 00000000&lt;br /&gt;
 00.01:1.3c: 01030100&lt;br /&gt;
 00.01:1.40: 00000000&lt;br /&gt;
 00.01:1.44: 00020001&lt;br /&gt;
 00.01:1.48: 00000000&lt;br /&gt;
 00.01:1.4c: 00000000&lt;br /&gt;
 00.01:1.50: 00000000&lt;br /&gt;
 00.01:1.54: 00000000&lt;br /&gt;
 00.01:1.58: 00000000&lt;br /&gt;
 00.01:1.5c: 00000000&lt;br /&gt;
 00.01:1.60: 00000000&lt;br /&gt;
 00.01:1.64: 00000000&lt;br /&gt;
 00.01:1.68: 00000000&lt;br /&gt;
 00.01:1.6c: 00000000&lt;br /&gt;
 00.01:1.70: 00000000&lt;br /&gt;
 00.01:1.74: 00000000&lt;br /&gt;
 00.01:1.78: 00000000&lt;br /&gt;
 00.01:1.7c: 00000000&lt;br /&gt;
 00.01:1.80: 00000000&lt;br /&gt;
 00.01:1.84: 00000000&lt;br /&gt;
 00.01:1.88: 00000000&lt;br /&gt;
 00.01:1.8c: 00000000&lt;br /&gt;
 00.01:1.90: 00000000&lt;br /&gt;
 00.01:1.94: 00000000&lt;br /&gt;
 00.01:1.98: 00000000&lt;br /&gt;
 00.01:1.9c: 00000000&lt;br /&gt;
 00.01:1.a0: 00000000&lt;br /&gt;
 00.01:1.a4: 00000000&lt;br /&gt;
 00.01:1.a8: 00000000&lt;br /&gt;
 00.01:1.ac: 00000000&lt;br /&gt;
 00.01:1.b0: 00000000&lt;br /&gt;
 00.01:1.b4: 00000000&lt;br /&gt;
 00.01:1.b8: 00000000&lt;br /&gt;
 00.01:1.bc: 00000000&lt;br /&gt;
 00.01:1.c0: 00000000&lt;br /&gt;
 00.01:1.c4: 00000000&lt;br /&gt;
 00.01:1.c8: 00000000&lt;br /&gt;
 00.01:1.cc: 00000000&lt;br /&gt;
 00.01:1.d0: 00000000&lt;br /&gt;
 00.01:1.d4: 00000000&lt;br /&gt;
 00.01:1.d8: 00000000&lt;br /&gt;
 00.01:1.dc: 00000000&lt;br /&gt;
 00.01:1.e0: 00000000&lt;br /&gt;
 00.01:1.e4: 00000000&lt;br /&gt;
 00.01:1.e8: 00000000&lt;br /&gt;
 00.01:1.ec: 00000000&lt;br /&gt;
 00.01:1.f0: 00000000&lt;br /&gt;
 00.01:1.f4: 00000000&lt;br /&gt;
 00.01:1.f8: 00000000&lt;br /&gt;
 00.01:1.fc: 00000000&lt;br /&gt;
&lt;br /&gt;
 BAR0:        1 - fffffff1 - 16 bytes&lt;br /&gt;
 BAR1:     c001 - fffffff1 - 16 bytes&lt;br /&gt;
 BAR2:     c201 - ffffffe1 - 32 bytes&lt;br /&gt;
 BAR3:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR4:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR5:        0 -        0 - 0 bytes&lt;br /&gt;
&lt;br /&gt;
=== 00.02:0 - First OHCI controller ===&lt;br /&gt;
&lt;br /&gt;
 00.02:0.00: 01c210de&lt;br /&gt;
 00.02:0.04: 00b00006&lt;br /&gt;
 00.02:0.08: 0c0310b1&lt;br /&gt;
 00.02:0.0c: 00000000&lt;br /&gt;
 00.02:0.10: fed00000&lt;br /&gt;
 00.02:0.14: 00000000&lt;br /&gt;
 00.02:0.18: 00000000&lt;br /&gt;
 00.02:0.1c: 00000000&lt;br /&gt;
 00.02:0.20: 00000000&lt;br /&gt;
 00.02:0.24: 00000000&lt;br /&gt;
 00.02:0.28: 00000000&lt;br /&gt;
 00.02:0.2c: 00000000&lt;br /&gt;
 00.02:0.30: 00000000&lt;br /&gt;
 00.02:0.34: 00000044&lt;br /&gt;
 00.02:0.38: 00000000&lt;br /&gt;
 00.02:0.3c: 01030101&lt;br /&gt;
 00.02:0.40: 00000000&lt;br /&gt;
 00.02:0.44: da020001&lt;br /&gt;
 00.02:0.48: 00000000&lt;br /&gt;
 00.02:0.4c: 00000002&lt;br /&gt;
 00.02:0.50: 0000000f&lt;br /&gt;
 00.02:0.54: 00000000&lt;br /&gt;
 00.02:0.58: 00000000&lt;br /&gt;
 00.02:0.5c: 00000000&lt;br /&gt;
 00.02:0.60: 00000000&lt;br /&gt;
 00.02:0.64: 00000000&lt;br /&gt;
 00.02:0.68: 00000000&lt;br /&gt;
 00.02:0.6c: 00000000&lt;br /&gt;
 00.02:0.70: 00000000&lt;br /&gt;
 00.02:0.74: 00000000&lt;br /&gt;
 00.02:0.78: 00000000&lt;br /&gt;
 00.02:0.7c: 00000000&lt;br /&gt;
 00.02:0.80: 00000000&lt;br /&gt;
 00.02:0.84: 00000000&lt;br /&gt;
 00.02:0.88: 00000000&lt;br /&gt;
 00.02:0.8c: 00000000&lt;br /&gt;
 00.02:0.90: 00000000&lt;br /&gt;
 00.02:0.94: 00000000&lt;br /&gt;
 00.02:0.98: 00000000&lt;br /&gt;
 00.02:0.9c: 00000000&lt;br /&gt;
 00.02:0.a0: 00000000&lt;br /&gt;
 00.02:0.a4: 00000000&lt;br /&gt;
 00.02:0.a8: 00000000&lt;br /&gt;
 00.02:0.ac: 00000000&lt;br /&gt;
 00.02:0.b0: 00000000&lt;br /&gt;
 00.02:0.b4: 00000000&lt;br /&gt;
 00.02:0.b8: 00000000&lt;br /&gt;
 00.02:0.bc: 00000000&lt;br /&gt;
 00.02:0.c0: 00000000&lt;br /&gt;
 00.02:0.c4: 00000000&lt;br /&gt;
 00.02:0.c8: 00000000&lt;br /&gt;
 00.02:0.cc: 00000000&lt;br /&gt;
 00.02:0.d0: 00000000&lt;br /&gt;
 00.02:0.d4: 00000000&lt;br /&gt;
 00.02:0.d8: 00000000&lt;br /&gt;
 00.02:0.dc: 00000000&lt;br /&gt;
 00.02:0.e0: 00000000&lt;br /&gt;
 00.02:0.e4: 00000000&lt;br /&gt;
 00.02:0.e8: 00000000&lt;br /&gt;
 00.02:0.ec: 00000000&lt;br /&gt;
 00.02:0.f0: 00000000&lt;br /&gt;
 00.02:0.f4: 00000000&lt;br /&gt;
 00.02:0.f8: 00000000&lt;br /&gt;
 00.02:0.fc: 00000000&lt;br /&gt;
&lt;br /&gt;
 BAR0: fed00000 - fffff000 - 4096 bytes&lt;br /&gt;
 BAR1:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR2:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR3:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR4:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR5:        0 -        0 - 0 bytes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 00.03:0 - Second OHCI Controller ===&lt;br /&gt;
&lt;br /&gt;
 00.03:0.00: 01c210de&lt;br /&gt;
 00.03:0.04: 00b00006&lt;br /&gt;
 00.03:0.08: 0c0310b1&lt;br /&gt;
 00.03:0.0c: 00000000&lt;br /&gt;
 00.03:0.10: fed08000&lt;br /&gt;
 00.03:0.14: 00000000&lt;br /&gt;
 00.03:0.18: 00000000&lt;br /&gt;
 00.03:0.1c: 00000000&lt;br /&gt;
 00.03:0.20: 00000000&lt;br /&gt;
 00.03:0.24: 00000000&lt;br /&gt;
 00.03:0.28: 00000000&lt;br /&gt;
 00.03:0.2c: 00000000&lt;br /&gt;
 00.03:0.30: 00000000&lt;br /&gt;
 00.03:0.34: 00000044&lt;br /&gt;
 00.03:0.38: 00000000&lt;br /&gt;
 00.03:0.3c: 01030109&lt;br /&gt;
 00.03:0.40: 00000000&lt;br /&gt;
 00.03:0.44: da020001&lt;br /&gt;
 00.03:0.48: 00000000&lt;br /&gt;
 00.03:0.4c: 00000003&lt;br /&gt;
 00.03:0.50: 00000030&lt;br /&gt;
 00.03:0.54: 00000000&lt;br /&gt;
 00.03:0.58: 00000000&lt;br /&gt;
 00.03:0.5c: 00000000&lt;br /&gt;
 00.03:0.60: 00000000&lt;br /&gt;
 00.03:0.64: 00000000&lt;br /&gt;
 00.03:0.68: 00000000&lt;br /&gt;
 00.03:0.6c: 00000000&lt;br /&gt;
 00.03:0.70: 00000000&lt;br /&gt;
 00.03:0.74: 00000000&lt;br /&gt;
 00.03:0.78: 00000000&lt;br /&gt;
 00.03:0.7c: 00000000&lt;br /&gt;
 00.03:0.80: 00000000&lt;br /&gt;
 00.03:0.84: 00000000&lt;br /&gt;
 00.03:0.88: 00000000&lt;br /&gt;
 00.03:0.8c: 00000000&lt;br /&gt;
 00.03:0.90: 00000000&lt;br /&gt;
 00.03:0.94: 00000000&lt;br /&gt;
 00.03:0.98: 00000000&lt;br /&gt;
 00.03:0.9c: 00000000&lt;br /&gt;
 00.03:0.a0: 00000000&lt;br /&gt;
 00.03:0.a4: 00000000&lt;br /&gt;
 00.03:0.a8: 00000000&lt;br /&gt;
 00.03:0.ac: 00000000&lt;br /&gt;
 00.03:0.b0: 00000000&lt;br /&gt;
 00.03:0.b4: 00000000&lt;br /&gt;
 00.03:0.b8: 00000000&lt;br /&gt;
 00.03:0.bc: 00000000&lt;br /&gt;
 00.03:0.c0: 00000000&lt;br /&gt;
 00.03:0.c4: 00000000&lt;br /&gt;
 00.03:0.c8: 00000000&lt;br /&gt;
 00.03:0.cc: 00000000&lt;br /&gt;
 00.03:0.d0: 00000000&lt;br /&gt;
 00.03:0.d4: 00000000&lt;br /&gt;
 00.03:0.d8: 00000000&lt;br /&gt;
 00.03:0.dc: 00000000&lt;br /&gt;
 00.03:0.e0: 00000000&lt;br /&gt;
 00.03:0.e4: 00000000&lt;br /&gt;
 00.03:0.e8: 00000000&lt;br /&gt;
 00.03:0.ec: 00000000&lt;br /&gt;
 00.03:0.f0: 00000000&lt;br /&gt;
 00.03:0.f4: 00000000&lt;br /&gt;
 00.03:0.f8: 00000000&lt;br /&gt;
 00.03:0.fc: 00000000&lt;br /&gt;
&lt;br /&gt;
 BAR0: fed08000 - fffff000 - 4096 bytes&lt;br /&gt;
 BAR1:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR2:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR3:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR4:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR5:        0 -        0 - 0 bytes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 00.04:0 - Network Adapter ===&lt;br /&gt;
&lt;br /&gt;
 00.04:0.00: 01c310de&lt;br /&gt;
 00.04:0.04: 00b00007&lt;br /&gt;
 00.04:0.08: 020000b1&lt;br /&gt;
 00.04:0.0c: 00000000&lt;br /&gt;
 00.04:0.10: fef00000&lt;br /&gt;
 00.04:0.14: 0000e001&lt;br /&gt;
 00.04:0.18: 00000000&lt;br /&gt;
 00.04:0.1c: 00000000&lt;br /&gt;
 00.04:0.20: 00000000&lt;br /&gt;
 00.04:0.24: 00000000&lt;br /&gt;
 00.04:0.28: 00000000&lt;br /&gt;
 00.04:0.2c: 00000000&lt;br /&gt;
 00.04:0.30: 00000000&lt;br /&gt;
 00.04:0.34: 00000044&lt;br /&gt;
 00.04:0.38: 00000000&lt;br /&gt;
 00.04:0.3c: 14010104&lt;br /&gt;
 00.04:0.40: 00000000&lt;br /&gt;
 00.04:0.44: fe020001&lt;br /&gt;
 00.04:0.48: 00000000&lt;br /&gt;
 00.04:0.4c: 00000004&lt;br /&gt;
 00.04:0.50: 00000000&lt;br /&gt;
 00.04:0.54: 00000000&lt;br /&gt;
 00.04:0.58: 00000000&lt;br /&gt;
 00.04:0.5c: 00000000&lt;br /&gt;
 00.04:0.60: 00000000&lt;br /&gt;
 00.04:0.64: 00000000&lt;br /&gt;
 00.04:0.68: 00000000&lt;br /&gt;
 00.04:0.6c: 00000000&lt;br /&gt;
 00.04:0.70: 00000000&lt;br /&gt;
 00.04:0.74: 00000000&lt;br /&gt;
 00.04:0.78: 00000000&lt;br /&gt;
 00.04:0.7c: 00000000&lt;br /&gt;
 00.04:0.80: 00000000&lt;br /&gt;
 00.04:0.84: 00000000&lt;br /&gt;
 00.04:0.88: 00000000&lt;br /&gt;
 00.04:0.8c: 00000000&lt;br /&gt;
 00.04:0.90: 00000000&lt;br /&gt;
 00.04:0.94: 00000000&lt;br /&gt;
 00.04:0.98: 00000000&lt;br /&gt;
 00.04:0.9c: 00000000&lt;br /&gt;
 00.04:0.a0: 00000000&lt;br /&gt;
 00.04:0.a4: 00000000&lt;br /&gt;
 00.04:0.a8: 00000000&lt;br /&gt;
 00.04:0.ac: 00000000&lt;br /&gt;
 00.04:0.b0: 00000000&lt;br /&gt;
 00.04:0.b4: 00000000&lt;br /&gt;
 00.04:0.b8: 00000000&lt;br /&gt;
 00.04:0.bc: 00000000&lt;br /&gt;
 00.04:0.c0: 00000000&lt;br /&gt;
 00.04:0.c4: 00000000&lt;br /&gt;
 00.04:0.c8: 00000000&lt;br /&gt;
 00.04:0.cc: 00000000&lt;br /&gt;
 00.04:0.d0: 00000000&lt;br /&gt;
 00.04:0.d4: 00000000&lt;br /&gt;
 00.04:0.d8: 00000000&lt;br /&gt;
 00.04:0.dc: 00000000&lt;br /&gt;
 00.04:0.e0: 00000000&lt;br /&gt;
 00.04:0.e4: 00000000&lt;br /&gt;
 00.04:0.e8: 00000000&lt;br /&gt;
 00.04:0.ec: 00000000&lt;br /&gt;
 00.04:0.f0: 00000000&lt;br /&gt;
 00.04:0.f4: 00000000&lt;br /&gt;
 00.04:0.f8: 00000000&lt;br /&gt;
 00.04:0.fc: 00000000&lt;br /&gt;
&lt;br /&gt;
 BAR0: fef00000 - fffffc00 - 1024 bytes&lt;br /&gt;
 BAR1:     e001 - fffffff9 - 16 bytes&lt;br /&gt;
 BAR2:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR3:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR4:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR5:        0 -        0 - 0 bytes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 00.05:0 - APU ===&lt;br /&gt;
&lt;br /&gt;
 00.05:0.00: 01b010de&lt;br /&gt;
 00.05:0.04: 00b00006&lt;br /&gt;
 00.05:0.08: 040100b1&lt;br /&gt;
 00.05:0.0c: 00000000&lt;br /&gt;
 00.05:0.10: fe800000&lt;br /&gt;
 00.05:0.14: 00000000&lt;br /&gt;
 00.05:0.18: 00000000&lt;br /&gt;
 00.05:0.1c: 00000000&lt;br /&gt;
 00.05:0.20: 00000000&lt;br /&gt;
 00.05:0.24: 00000000&lt;br /&gt;
 00.05:0.28: 00000000&lt;br /&gt;
 00.05:0.2c: 00000000&lt;br /&gt;
 00.05:0.30: 00000000&lt;br /&gt;
 00.05:0.34: 00000044&lt;br /&gt;
 00.05:0.38: 00000000&lt;br /&gt;
 00.05:0.3c: 0c010105&lt;br /&gt;
 00.05:0.40: 00000000&lt;br /&gt;
 00.05:0.44: 00020001&lt;br /&gt;
 00.05:0.48: 00000000&lt;br /&gt;
 00.05:0.4c: 0000050a&lt;br /&gt;
 00.05:0.50: 00020001&lt;br /&gt;
 00.05:0.54: 00020001&lt;br /&gt;
 00.05:0.58: 00020001&lt;br /&gt;
 00.05:0.5c: 00020001&lt;br /&gt;
 00.05:0.60: 00020001&lt;br /&gt;
 00.05:0.64: 00020001&lt;br /&gt;
 00.05:0.68: 00020001&lt;br /&gt;
 00.05:0.6c: 00020001&lt;br /&gt;
 00.05:0.70: 00020001&lt;br /&gt;
 00.05:0.74: 00020001&lt;br /&gt;
 00.05:0.78: 00020001&lt;br /&gt;
 00.05:0.7c: 00020001&lt;br /&gt;
 00.05:0.80: 00020001&lt;br /&gt;
 00.05:0.84: 00020001&lt;br /&gt;
 00.05:0.88: 00020001&lt;br /&gt;
 00.05:0.8c: 00020001&lt;br /&gt;
 00.05:0.90: 00020001&lt;br /&gt;
 00.05:0.94: 00020001&lt;br /&gt;
 00.05:0.98: 00020001&lt;br /&gt;
 00.05:0.9c: 00020001&lt;br /&gt;
 00.05:0.a0: 00020001&lt;br /&gt;
 00.05:0.a4: 00020001&lt;br /&gt;
 00.05:0.a8: 00020001&lt;br /&gt;
 00.05:0.ac: 00020001&lt;br /&gt;
 00.05:0.b0: 00020001&lt;br /&gt;
 00.05:0.b4: 00020001&lt;br /&gt;
 00.05:0.b8: 00020001&lt;br /&gt;
 00.05:0.bc: 00020001&lt;br /&gt;
 00.05:0.c0: 00020001&lt;br /&gt;
 00.05:0.c4: 00020001&lt;br /&gt;
 00.05:0.c8: 00020001&lt;br /&gt;
 00.05:0.cc: 00020001&lt;br /&gt;
 00.05:0.d0: 00020001&lt;br /&gt;
 00.05:0.d4: 00020001&lt;br /&gt;
 00.05:0.d8: 00020001&lt;br /&gt;
 00.05:0.dc: 00020001&lt;br /&gt;
 00.05:0.e0: 00020001&lt;br /&gt;
 00.05:0.e4: 00020001&lt;br /&gt;
 00.05:0.e8: 00020001&lt;br /&gt;
 00.05:0.ec: 00020001&lt;br /&gt;
 00.05:0.f0: 00020001&lt;br /&gt;
 00.05:0.f4: 00020001&lt;br /&gt;
 00.05:0.f8: 00020001&lt;br /&gt;
 00.05:0.fc: 00020001&lt;br /&gt;
&lt;br /&gt;
 BAR0: fe800000 - fff80000 - 524288 bytes&lt;br /&gt;
 BAR1:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR2:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR3:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR4:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR5:        0 -        0 - 0 bytes&lt;br /&gt;
&lt;br /&gt;
=== 00.06:0 - AC97-esque Controller ===&lt;br /&gt;
&lt;br /&gt;
 00.06:0.00: 01b110de&lt;br /&gt;
 00.06:0.04: 00b00007&lt;br /&gt;
 00.06:0.08: 040100b1&lt;br /&gt;
 00.06:0.0c: 00800000&lt;br /&gt;
 00.06:0.10: 0000d001&lt;br /&gt;
 00.06:0.14: 0000d201&lt;br /&gt;
 00.06:0.18: fec00000&lt;br /&gt;
 00.06:0.1c: 00000000&lt;br /&gt;
 00.06:0.20: 00000000&lt;br /&gt;
 00.06:0.24: 00000000&lt;br /&gt;
 00.06:0.28: 00000000&lt;br /&gt;
 00.06:0.2c: 00000000&lt;br /&gt;
 00.06:0.30: 00000000&lt;br /&gt;
 00.06:0.34: 00000044&lt;br /&gt;
 00.06:0.38: 00000000&lt;br /&gt;
 00.06:0.3c: 05020106&lt;br /&gt;
 00.06:0.40: 00000000&lt;br /&gt;
 00.06:0.44: 00020001&lt;br /&gt;
 00.06:0.48: 00000000&lt;br /&gt;
 00.06:0.4c: 01010106&lt;br /&gt;
 00.06:0.50: 00000000&lt;br /&gt;
 00.06:0.54: 00000000&lt;br /&gt;
 00.06:0.58: 00000000&lt;br /&gt;
 00.06:0.5c: 00000000&lt;br /&gt;
 00.06:0.60: 00000000&lt;br /&gt;
 00.06:0.64: 00000000&lt;br /&gt;
 00.06:0.68: 00000000&lt;br /&gt;
 00.06:0.6c: 00000000&lt;br /&gt;
 00.06:0.70: 00000000&lt;br /&gt;
 00.06:0.74: 00000000&lt;br /&gt;
 00.06:0.78: 00000000&lt;br /&gt;
 00.06:0.7c: 00000000&lt;br /&gt;
 00.06:0.80: 00000000&lt;br /&gt;
 00.06:0.84: 00000000&lt;br /&gt;
 00.06:0.88: 00000000&lt;br /&gt;
 00.06:0.8c: 00000000&lt;br /&gt;
 00.06:0.90: 00000000&lt;br /&gt;
 00.06:0.94: 00000000&lt;br /&gt;
 00.06:0.98: 00000000&lt;br /&gt;
 00.06:0.9c: 00000000&lt;br /&gt;
 00.06:0.a0: 00000000&lt;br /&gt;
 00.06:0.a4: 00000000&lt;br /&gt;
 00.06:0.a8: 00000000&lt;br /&gt;
 00.06:0.ac: 00000000&lt;br /&gt;
 00.06:0.b0: 00000000&lt;br /&gt;
 00.06:0.b4: 00000000&lt;br /&gt;
 00.06:0.b8: 00000000&lt;br /&gt;
 00.06:0.bc: 00000000&lt;br /&gt;
 00.06:0.c0: 00000000&lt;br /&gt;
 00.06:0.c4: 00000000&lt;br /&gt;
 00.06:0.c8: 00000000&lt;br /&gt;
 00.06:0.cc: 00000000&lt;br /&gt;
 00.06:0.d0: 00000000&lt;br /&gt;
 00.06:0.d4: 00000000&lt;br /&gt;
 00.06:0.d8: 00000000&lt;br /&gt;
 00.06:0.dc: 00000000&lt;br /&gt;
 00.06:0.e0: 00000000&lt;br /&gt;
 00.06:0.e4: 00000000&lt;br /&gt;
 00.06:0.e8: 00000000&lt;br /&gt;
 00.06:0.ec: 00000000&lt;br /&gt;
 00.06:0.f0: 00000000&lt;br /&gt;
 00.06:0.f4: 00000000&lt;br /&gt;
 00.06:0.f8: 00000000&lt;br /&gt;
 00.06:0.fc: 00000000&lt;br /&gt;
&lt;br /&gt;
 BAR0:     d001 - ffffff01 - 256 bytes&lt;br /&gt;
 BAR1:     d201 - ffffff81 - 128 bytes&lt;br /&gt;
 BAR2: fec00000 - fffff000 - 4096 bytes&lt;br /&gt;
 BAR3:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR4:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR5:        0 -        0 - 0 bytes&lt;br /&gt;
&lt;br /&gt;
=== 00.08:0 - PCI-PCI Bridge ===&lt;br /&gt;
&lt;br /&gt;
 00.08:0.00: 01b810de&lt;br /&gt;
 00.08:0.04: 00a00000&lt;br /&gt;
 00.08:0.08: 060400b1&lt;br /&gt;
 00.08:0.0c: 00010000&lt;br /&gt;
 00.08:0.10: 00000000&lt;br /&gt;
 00.08:0.14: 00000000&lt;br /&gt;
 00.08:0.18: 00000000&lt;br /&gt;
 00.08:0.1c: 02800000&lt;br /&gt;
 00.08:0.20: 00000000&lt;br /&gt;
 00.08:0.24: 00000000&lt;br /&gt;
 00.08:0.28: 00000000&lt;br /&gt;
 00.08:0.2c: 00000000&lt;br /&gt;
 00.08:0.30: 00000000&lt;br /&gt;
 00.08:0.34: 00000044&lt;br /&gt;
 00.08:0.38: 00000000&lt;br /&gt;
 00.08:0.3c: 00000000&lt;br /&gt;
 00.08:0.40: 00000000&lt;br /&gt;
 00.08:0.44: 00020001&lt;br /&gt;
 00.08:0.48: 00000000&lt;br /&gt;
 00.08:0.4c: 00000b08&lt;br /&gt;
 00.08:0.50: 00000d0c&lt;br /&gt;
 00.08:0.54: 00000f0e&lt;br /&gt;
 00.08:0.58: 00000000&lt;br /&gt;
 00.08:0.5c: 00000000&lt;br /&gt;
 00.08:0.60: 00000000&lt;br /&gt;
 00.08:0.64: 00000000&lt;br /&gt;
 00.08:0.68: 00000000&lt;br /&gt;
 00.08:0.6c: 00000000&lt;br /&gt;
 00.08:0.70: 00000000&lt;br /&gt;
 00.08:0.74: 00000000&lt;br /&gt;
 00.08:0.78: 00000000&lt;br /&gt;
 00.08:0.7c: 00000000&lt;br /&gt;
 00.08:0.80: 00000000&lt;br /&gt;
 00.08:0.84: 00000000&lt;br /&gt;
 00.08:0.88: 00000000&lt;br /&gt;
 00.08:0.8c: 00000000&lt;br /&gt;
 00.08:0.90: 00000000&lt;br /&gt;
 00.08:0.94: 00000000&lt;br /&gt;
 00.08:0.98: 00000000&lt;br /&gt;
 00.08:0.9c: 00000000&lt;br /&gt;
 00.08:0.a0: 00000000&lt;br /&gt;
 00.08:0.a4: 00000000&lt;br /&gt;
 00.08:0.a8: 00000000&lt;br /&gt;
 00.08:0.ac: 00000000&lt;br /&gt;
 00.08:0.b0: 00000000&lt;br /&gt;
 00.08:0.b4: 00000000&lt;br /&gt;
 00.08:0.b8: 00000000&lt;br /&gt;
 00.08:0.bc: 00000000&lt;br /&gt;
 00.08:0.c0: 00000000&lt;br /&gt;
 00.08:0.c4: 00000000&lt;br /&gt;
 00.08:0.c8: 00000000&lt;br /&gt;
 00.08:0.cc: 00000000&lt;br /&gt;
 00.08:0.d0: 00000000&lt;br /&gt;
 00.08:0.d4: 00000000&lt;br /&gt;
 00.08:0.d8: 00000000&lt;br /&gt;
 00.08:0.dc: 00000000&lt;br /&gt;
 00.08:0.e0: 00000000&lt;br /&gt;
 00.08:0.e4: 00000000&lt;br /&gt;
 00.08:0.e8: 00000000&lt;br /&gt;
 00.08:0.ec: 00000000&lt;br /&gt;
 00.08:0.f0: 00000000&lt;br /&gt;
 00.08:0.f4: 00000000&lt;br /&gt;
 00.08:0.f8: 00000000&lt;br /&gt;
 00.08:0.fc: 00000000&lt;br /&gt;
&lt;br /&gt;
=== 00.09:0 - IDE Controller ===&lt;br /&gt;
&lt;br /&gt;
 00.09:0.00: 01bc10de&lt;br /&gt;
 00.09:0.04: 00b00005&lt;br /&gt;
 00.09:0.08: 01018ab1&lt;br /&gt;
 00.09:0.0c: 00000000&lt;br /&gt;
 00.09:0.10: 00000000&lt;br /&gt;
 00.09:0.14: 00000000&lt;br /&gt;
 00.09:0.18: 00000000&lt;br /&gt;
 00.09:0.1c: 00000000&lt;br /&gt;
 00.09:0.20: 0000ff61&lt;br /&gt;
 00.09:0.24: 00000000&lt;br /&gt;
 00.09:0.28: 00000000&lt;br /&gt;
 00.09:0.2c: 00000000&lt;br /&gt;
 00.09:0.30: 00000000&lt;br /&gt;
 00.09:0.34: 00000044&lt;br /&gt;
 00.09:0.38: 00000000&lt;br /&gt;
 00.09:0.3c: 01030000&lt;br /&gt;
 00.09:0.40: 00000000&lt;br /&gt;
 00.09:0.44: 00020001&lt;br /&gt;
 00.09:0.48: 00000000&lt;br /&gt;
 00.09:0.4c: 00000900&lt;br /&gt;
 00.09:0.50: 00000002&lt;br /&gt;
 00.09:0.54: 00000000&lt;br /&gt;
 00.09:0.58: 20202020&lt;br /&gt;
 00.09:0.5c: ffff00ff&lt;br /&gt;
 00.09:0.60: c0c0c0c0&lt;br /&gt;
 00.09:0.64: 00000000&lt;br /&gt;
 00.09:0.68: 00000000&lt;br /&gt;
 00.09:0.6c: 00000000&lt;br /&gt;
 00.09:0.70: 00000000&lt;br /&gt;
 00.09:0.74: 00000000&lt;br /&gt;
 00.09:0.78: 00000000&lt;br /&gt;
 00.09:0.7c: 00000000&lt;br /&gt;
 00.09:0.80: 00000000&lt;br /&gt;
 00.09:0.84: 00000000&lt;br /&gt;
 00.09:0.88: 00000000&lt;br /&gt;
 00.09:0.8c: 00000000&lt;br /&gt;
 00.09:0.90: 00000000&lt;br /&gt;
 00.09:0.94: 00000000&lt;br /&gt;
 00.09:0.98: 00000000&lt;br /&gt;
 00.09:0.9c: 00000000&lt;br /&gt;
 00.09:0.a0: 00000000&lt;br /&gt;
 00.09:0.a4: 00000000&lt;br /&gt;
 00.09:0.a8: 00000000&lt;br /&gt;
 00.09:0.ac: 00000000&lt;br /&gt;
 00.09:0.b0: 00000000&lt;br /&gt;
 00.09:0.b4: 00000000&lt;br /&gt;
 00.09:0.b8: 00000000&lt;br /&gt;
 00.09:0.bc: 00000000&lt;br /&gt;
 00.09:0.c0: 00000000&lt;br /&gt;
 00.09:0.c4: 00000000&lt;br /&gt;
 00.09:0.c8: 00000000&lt;br /&gt;
 00.09:0.cc: 00000000&lt;br /&gt;
 00.09:0.d0: 00000000&lt;br /&gt;
 00.09:0.d4: 00000000&lt;br /&gt;
 00.09:0.d8: 00000000&lt;br /&gt;
 00.09:0.dc: 00000000&lt;br /&gt;
 00.09:0.e0: 00000000&lt;br /&gt;
 00.09:0.e4: 00000000&lt;br /&gt;
 00.09:0.e8: 00000000&lt;br /&gt;
 00.09:0.ec: 00000000&lt;br /&gt;
 00.09:0.f0: 00000000&lt;br /&gt;
 00.09:0.f4: 00000000&lt;br /&gt;
 00.09:0.f8: 00000000&lt;br /&gt;
 00.09:0.fc: 00000000&lt;br /&gt;
&lt;br /&gt;
 BAR0:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR1:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR2:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR3:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR4:     ff61 - fffffff1 - 16 bytes&lt;br /&gt;
 BAR5:        0 -        0 - 0 bytes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 00.1e:0 - AGP Bridge ===&lt;br /&gt;
&lt;br /&gt;
 00.1e:0.00: 01b710de&lt;br /&gt;
 00.1e:0.04: 02200007&lt;br /&gt;
 00.1e:0.08: 060400a1&lt;br /&gt;
 00.1e:0.0c: 5f016df7&lt;br /&gt;
 00.1e:0.10: bf7e3fff&lt;br /&gt;
 00.1e:0.14: bbfffbff&lt;br /&gt;
 00.1e:0.18: 00010100&lt;br /&gt;
 00.1e:0.1c: 02a000f0&lt;br /&gt;
 00.1e:0.20: fe70fd00&lt;br /&gt;
 00.1e:0.24: f3f0f000&lt;br /&gt;
 00.1e:0.28: ff3fbfff&lt;br /&gt;
 00.1e:0.2c: afff7fff&lt;br /&gt;
 00.1e:0.30: 3efff5fd&lt;br /&gt;
 00.1e:0.34: 00000000&lt;br /&gt;
 00.1e:0.38: 3bdac4f7&lt;br /&gt;
 00.1e:0.3c: 0080e7f7&lt;br /&gt;
 00.1e:0.40: 00000001&lt;br /&gt;
 00.1e:0.44: 80000000&lt;br /&gt;
 00.1e:0.48: 00000014&lt;br /&gt;
 00.1e:0.4c: 00000001&lt;br /&gt;
 00.1e:0.50: 00000000&lt;br /&gt;
 00.1e:0.54: 10000000&lt;br /&gt;
 00.1e:0.58: ffffffff&lt;br /&gt;
 00.1e:0.5c: ffffffff&lt;br /&gt;
 00.1e:0.60: ffffffff&lt;br /&gt;
 00.1e:0.64: ffffffff&lt;br /&gt;
 00.1e:0.68: ffffffff&lt;br /&gt;
 00.1e:0.6c: ffffffff&lt;br /&gt;
 00.1e:0.70: ffffffff&lt;br /&gt;
 00.1e:0.74: ffffffff&lt;br /&gt;
 00.1e:0.78: ffffffff&lt;br /&gt;
 00.1e:0.7c: ffffffff&lt;br /&gt;
 00.1e:0.80: ffffffff&lt;br /&gt;
 00.1e:0.84: ffffffff&lt;br /&gt;
 00.1e:0.88: ffffffff&lt;br /&gt;
 00.1e:0.8c: ffffffff&lt;br /&gt;
 00.1e:0.90: ffffffff&lt;br /&gt;
 00.1e:0.94: ffffffff&lt;br /&gt;
 00.1e:0.98: ffffffff&lt;br /&gt;
 00.1e:0.9c: ffffffff&lt;br /&gt;
 00.1e:0.a0: ffffffff&lt;br /&gt;
 00.1e:0.a4: ffffffff&lt;br /&gt;
 00.1e:0.a8: ffffffff&lt;br /&gt;
 00.1e:0.ac: ffffffff&lt;br /&gt;
 00.1e:0.b0: ffffffff&lt;br /&gt;
 00.1e:0.b4: ffffffff&lt;br /&gt;
 00.1e:0.b8: ffffffff&lt;br /&gt;
 00.1e:0.bc: ffffffff&lt;br /&gt;
 00.1e:0.c0: ffffffff&lt;br /&gt;
 00.1e:0.c4: ffffffff&lt;br /&gt;
 00.1e:0.c8: ffffffff&lt;br /&gt;
 00.1e:0.cc: ffffffff&lt;br /&gt;
 00.1e:0.d0: ffffffff&lt;br /&gt;
 00.1e:0.d4: ffffffff&lt;br /&gt;
 00.1e:0.d8: ffffffff&lt;br /&gt;
 00.1e:0.dc: ffffffff&lt;br /&gt;
 00.1e:0.e0: ffffffff&lt;br /&gt;
 00.1e:0.e4: ffffffff&lt;br /&gt;
 00.1e:0.e8: ffffffff&lt;br /&gt;
 00.1e:0.ec: ffffffff&lt;br /&gt;
 00.1e:0.f0: ffffffff&lt;br /&gt;
 00.1e:0.f4: ffffffff&lt;br /&gt;
 00.1e:0.f8: ffffffff&lt;br /&gt;
 00.1e:0.fc: ffffffff&lt;br /&gt;
&lt;br /&gt;
=== 01.00:0 - NV2A GPU === &lt;br /&gt;
&lt;br /&gt;
 01.00:0.00: 02a010de&lt;br /&gt;
 01.00:0.04: 02b00007&lt;br /&gt;
 01.00:0.08: 030000a1&lt;br /&gt;
 01.00:0.0c: 0000f800&lt;br /&gt;
 01.00:0.10: fd000000&lt;br /&gt;
 01.00:0.14: f0000008&lt;br /&gt;
 01.00:0.18: 00000008&lt;br /&gt;
 01.00:0.1c: 00000000&lt;br /&gt;
 01.00:0.20: 00000000&lt;br /&gt;
 01.00:0.24: 00000000&lt;br /&gt;
 01.00:0.28: 00000000&lt;br /&gt;
 01.00:0.2c: 00000000&lt;br /&gt;
 01.00:0.30: 00000000&lt;br /&gt;
 01.00:0.34: 00000060&lt;br /&gt;
 01.00:0.38: 00000000&lt;br /&gt;
 01.00:0.3c: 01050103&lt;br /&gt;
 01.00:0.40: 00000000&lt;br /&gt;
 01.00:0.44: 00200002&lt;br /&gt;
 01.00:0.48: 1f000017&lt;br /&gt;
 01.00:0.4c: 1f000114&lt;br /&gt;
 01.00:0.50: 00000000&lt;br /&gt;
 01.00:0.54: 00000001&lt;br /&gt;
 01.00:0.58: 0023d6ce&lt;br /&gt;
 01.00:0.5c: 0000000f&lt;br /&gt;
 01.00:0.60: 00024401&lt;br /&gt;
 01.00:0.64: 00000000&lt;br /&gt;
 01.00:0.68: 00000000&lt;br /&gt;
 01.00:0.6c: 00000000&lt;br /&gt;
 01.00:0.70: 00000000&lt;br /&gt;
 01.00:0.74: 00000000&lt;br /&gt;
 01.00:0.78: 00000000&lt;br /&gt;
 01.00:0.7c: 00000000&lt;br /&gt;
 01.00:0.80: 2b16d065&lt;br /&gt;
 01.00:0.84: 00000000&lt;br /&gt;
 01.00:0.88: 00000000&lt;br /&gt;
 01.00:0.8c: 00000000&lt;br /&gt;
 01.00:0.90: 00000000&lt;br /&gt;
 01.00:0.94: 00000000&lt;br /&gt;
 01.00:0.98: 00000000&lt;br /&gt;
 01.00:0.9c: 00000000&lt;br /&gt;
 01.00:0.a0: 00000000&lt;br /&gt;
 01.00:0.a4: 00000000&lt;br /&gt;
 01.00:0.a8: 00000000&lt;br /&gt;
 01.00:0.ac: 00000000&lt;br /&gt;
 01.00:0.b0: 00000000&lt;br /&gt;
 01.00:0.b4: 00000000&lt;br /&gt;
 01.00:0.b8: 00000000&lt;br /&gt;
 01.00:0.bc: 00000000&lt;br /&gt;
 01.00:0.c0: 00000000&lt;br /&gt;
 01.00:0.c4: 00000000&lt;br /&gt;
 01.00:0.c8: 00000000&lt;br /&gt;
 01.00:0.cc: 00000000&lt;br /&gt;
 01.00:0.d0: 00000000&lt;br /&gt;
 01.00:0.d4: 00000000&lt;br /&gt;
 01.00:0.d8: 00000000&lt;br /&gt;
 01.00:0.dc: 00000000&lt;br /&gt;
 01.00:0.e0: 00000000&lt;br /&gt;
 01.00:0.e4: 00000000&lt;br /&gt;
 01.00:0.e8: 00000000&lt;br /&gt;
 01.00:0.ec: 00000000&lt;br /&gt;
 01.00:0.f0: 00000000&lt;br /&gt;
 01.00:0.f4: 00000000&lt;br /&gt;
 01.00:0.f8: 00000000&lt;br /&gt;
 01.00:0.fc: 00000000&lt;br /&gt;
&lt;br /&gt;
 BAR0: fd000000 - ff000000 - 16777216 bytes&lt;br /&gt;
 BAR1: f0000008 - f8000008 - 134217728 bytes&lt;br /&gt;
 BAR2:        8 - fff80008 - 524288 bytes&lt;br /&gt;
 BAR3:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR4:        0 -        0 - 0 bytes&lt;br /&gt;
 BAR5:        0 -        0 - 0 bytes&lt;/div&gt;</summary>
		<author><name>Monocasa</name></author>	</entry>

	<entry>
		<id>https://xboxdevwiki.net/index.php?title=Main_Page&amp;diff=6608</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://xboxdevwiki.net/index.php?title=Main_Page&amp;diff=6608"/>
				<updated>2018-12-21T23:49:24Z</updated>
		
		<summary type="html">&lt;p&gt;Monocasa: Add PCI top level page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Main Page/Header}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Hardware ==&lt;br /&gt;
&lt;br /&gt;
* [[Chihiro]]&lt;br /&gt;
* [[Xbox]]&lt;br /&gt;
&lt;br /&gt;
* [[Hardware Revisions]]&lt;br /&gt;
* [[Motherboard]]&lt;br /&gt;
* [[CPU]]&lt;br /&gt;
* [[NV2A]]&lt;br /&gt;
** [[NV2A/Vertex attributes]]&lt;br /&gt;
** [[NV2A/Fixed Function Pipeline]]&lt;br /&gt;
** [[NV2A/Vertex Shader]]&lt;br /&gt;
** [[NV2A/Pixel Combiner]]&lt;br /&gt;
** [[NV2A/Surface Formats]]&lt;br /&gt;
* [[Memory]]&lt;br /&gt;
* [[Flash ROM]]&lt;br /&gt;
* [[MCPX]]&lt;br /&gt;
** [[APU]]&lt;br /&gt;
** [[ACI]]&lt;br /&gt;
** [[Network]]&lt;br /&gt;
* [[PCI]]&lt;br /&gt;
* [[SMBus]]&lt;br /&gt;
** [[EEPROM]]&lt;br /&gt;
** [[SMC]]&lt;br /&gt;
** [[Video Encoder]]&lt;br /&gt;
*** [[AV Cables]]&lt;br /&gt;
* [[DVD Drive]]&lt;br /&gt;
** [[Xbox Game Disc]]&lt;br /&gt;
* [[Hard Drive]]&lt;br /&gt;
* [[USB]]&lt;br /&gt;
** [[Xbox Input Devices]]&lt;br /&gt;
** [[Xbox Memory Unit]]&lt;br /&gt;
** [[Xbox Live Communicator]] &amp;lt;!-- Maybe rename this to microphones later? --&amp;gt;&lt;br /&gt;
** [[Xbox DVD Movie Playback Kit]]&lt;br /&gt;
* [[Power Supply]]&lt;br /&gt;
* [[Development Kits]]&lt;br /&gt;
** [[Super I/O]]&lt;br /&gt;
** [[DVD Emulator]]&lt;br /&gt;
* [[Manufacturing Process]]&lt;br /&gt;
&lt;br /&gt;
== System Software ==&lt;br /&gt;
* [[MCPX ROM]]&lt;br /&gt;
* [[BIOS]] / [[Kernel]]&lt;br /&gt;
** [[Boot Process]]&lt;br /&gt;
** [[XBE]] (Executable file format)&lt;br /&gt;
* [[FATX]] (Filesystem)&lt;br /&gt;
* [[Dashboard]]&lt;br /&gt;
** [[Soundtracks]]&lt;br /&gt;
* [[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Development Kits and Tools ==&lt;br /&gt;
* [https://github.com/xqemu/nxdk nxdk (New Xbox Development Kit)]&lt;br /&gt;
* [[OpenXDK]]&lt;br /&gt;
* [[Microsoft XDK]]&lt;br /&gt;
** [[Xbox Title Libraries]]&lt;br /&gt;
** [[Direct3D]]&lt;br /&gt;
** [[DirectSound]]&lt;br /&gt;
** [[System Link]]&lt;br /&gt;
** [[Xbox Live]]&lt;br /&gt;
** [[Xbox Debug Monitor]]&lt;br /&gt;
** [[Xbox Neighborhood]]&lt;br /&gt;
** [[Kernel_Debug| Xbox Kernel Debugging]]&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
* [[:Category:Games|Games]]&lt;br /&gt;
* [[Engine List]]&lt;br /&gt;
&lt;br /&gt;
== Emulation ==&lt;br /&gt;
* [[Emulators]]&lt;br /&gt;
** [[XQEMU]]&lt;br /&gt;
** [[Xbox 360 Backward Compatibility]]&lt;br /&gt;
&lt;br /&gt;
== Historical Pages ==&lt;br /&gt;
(archived from the xbox-linux wiki)&lt;br /&gt;
* [[Xbox Hard Drive Locking Mechanism]]&lt;br /&gt;
* [[Xbox Savegame System]]&lt;br /&gt;
* [[Xbox Hardware Overview]]&lt;br /&gt;
* [[Xbox Hard Disk Technical_Details]]&lt;br /&gt;
* [[Xbox Hard Disk Partitioning]]&lt;br /&gt;
* [[Xbox Manufacturing Process]]&lt;br /&gt;
* [[The Hidden Boot Code of the Xbox]]&lt;br /&gt;
* [[PIC]]&lt;br /&gt;
* [[SMBus]]&lt;br /&gt;
* [[NForce]]&lt;br /&gt;
* [[17 Mistakes Microsoft Made in the Xbox Security System]]&lt;br /&gt;
* [[Porting an Operating System to the Xbox HOWTO]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
* [[Patents]]&lt;br /&gt;
* [[Resources]]&lt;/div&gt;</summary>
		<author><name>Monocasa</name></author>	</entry>

	<entry>
		<id>https://xboxdevwiki.net/index.php?title=Emulators&amp;diff=6605</id>
		<title>Emulators</title>
		<link rel="alternate" type="text/html" href="https://xboxdevwiki.net/index.php?title=Emulators&amp;diff=6605"/>
				<updated>2018-12-21T21:00:59Z</updated>
		
		<summary type="html">&lt;p&gt;Monocasa: xbvm relied on kvm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of known Xbox emulation projects&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Status&lt;br /&gt;
!Approach&lt;br /&gt;
!Chihiro&lt;br /&gt;
!Name&lt;br /&gt;
!Links&lt;br /&gt;
!Initiator&lt;br /&gt;
!Platform&lt;br /&gt;
!License&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{Maintained}}&lt;br /&gt;
|LLE&lt;br /&gt;
|{{Yes}}&lt;br /&gt;
|[[XQEMU]]&lt;br /&gt;
|[http://xqemu.com/][https://github.com/xqemu/][https://github.com/espes/xqemu]&lt;br /&gt;
|espes&lt;br /&gt;
|Windows/Linux/Mac/Others	&lt;br /&gt;
|&lt;br /&gt;
|XQEMU supports hardware-acceleration for the CPU emulation on Linux through KVM.&lt;br /&gt;
|-&lt;br /&gt;
|{{Maintained}}&lt;br /&gt;
|HLE/LLE Hybrid&lt;br /&gt;
|{{No}}&lt;br /&gt;
|[[Cxbx-Reloaded]]&lt;br /&gt;
|[http://cxbx-reloaded.co.uk/][https://github.com/Cxbx-Reloaded/Cxbx-Reloaded]&lt;br /&gt;
|SoullessSentinel&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|Cxbx-Reloaded supports LLE GPU emulation which was taken from XQEMU. At the time of writing, it is significantly slower than in XQEMU.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Dead}}&lt;br /&gt;
|LLE&lt;br /&gt;
|{{No}}&lt;br /&gt;
|Tortoise&lt;br /&gt;
|[https://gitlab.com/kvmbox-reloaded/]&lt;br /&gt;
|JayFoxRox, phire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The decision was made to create an HLE / LLE Xbox emulation project which is maintained similar to Dolphin or Citra. A key focus was on design simplicity. The project started as a continuation of kvmbox, with devices being copied from the XQEMU source code. The project was called kvmbox-reloaded, while the name was being decided. The HLE portion was never worked on.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Dead}}&lt;br /&gt;
|LLE/HLE Hybrid&lt;br /&gt;
|{{No}}&lt;br /&gt;
|OpenXBOX&lt;br /&gt;
|[https://github.com/mborgerson/OpenXBOX]&lt;br /&gt;
|mborgerson&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Dead}}&lt;br /&gt;
|HLE&lt;br /&gt;
|{{No}}&lt;br /&gt;
|[[Cxbx]]&lt;br /&gt;
|&lt;br /&gt;
|Caustik&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Dead}}&lt;br /&gt;
|HLE&lt;br /&gt;
|{{No}}&lt;br /&gt;
|Dxbx&lt;br /&gt;
|[http://dxbx-emu.com][https://github.com/PatrickvL/Dxbx/]&lt;br /&gt;
|ShadowTj&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|The project was started on March 23rd 2008. It is an improved port of Cxbx to the Delphi programming language.&lt;br /&gt;
|-&lt;br /&gt;
|{{Unknown}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|{{No}}&lt;br /&gt;
|[https://github.com/impeachgod/Dirtbox Dirtbox]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Unknown}}&lt;br /&gt;
|HLE&lt;br /&gt;
|{{No}}&lt;br /&gt;
|[https://sourceforge.net/p/ironbabel/code/HEAD/tree/trunk/Box/Xbox/ IronBabel]&lt;br /&gt;
|&lt;br /&gt;
|daeken&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|This seems to have been a generic portability framework&lt;br /&gt;
|-&lt;br /&gt;
|{{Unknown}}&lt;br /&gt;
|HLE&lt;br /&gt;
|{{No}}&lt;br /&gt;
|[https://github.com/daeken/Steelbreeze Steelbreeze]&lt;br /&gt;
|&lt;br /&gt;
|daeken&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Unknown}}&lt;br /&gt;
|LLE/HLE Hybrid&lt;br /&gt;
|{{No}}&lt;br /&gt;
|[https://github.com/daeken/Zookeeper Zookeeper]&lt;br /&gt;
|[https://www.reddit.com/r/EmuDev/comments/4isyvu/project_zookeeper_a_new_xbox_emulator/]&lt;br /&gt;
|daeken&lt;br /&gt;
|Mac&lt;br /&gt;
|&lt;br /&gt;
|Using Apple's Hypervisor.framework to run a custom kernel (NightBeliever in the repo) and then running Xbox code from there&lt;br /&gt;
|-&lt;br /&gt;
|{{Unknown}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|{{No}}&lt;br /&gt;
|[http://ngemu.com/threads/.154342/ XbeNext]&lt;br /&gt;
|&lt;br /&gt;
|LoveMHz&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Dead}}&lt;br /&gt;
|HLE&lt;br /&gt;
|{{No}}&lt;br /&gt;
|[http://ngemu.com/forums/.65/ Xeon]&lt;br /&gt;
|&lt;br /&gt;
|_SF_&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Unknown}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|{{No}}&lt;br /&gt;
|[http://ngemu.com/threads/.105210/ XProject]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Unknown}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|{{No}}&lt;br /&gt;
|[https://code.google.com/p/xbem xbem]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Dead}}&lt;br /&gt;
|LLE/HLE Hybrid&lt;br /&gt;
|{{Yes}}&lt;br /&gt;
|Hackbox&lt;br /&gt;
|&lt;br /&gt;
|JayFoxRox&lt;br /&gt;
|Windows/Linux&lt;br /&gt;
|Private&lt;br /&gt;
|This was originally going to be a commercial emulator (but plans were dropped quickly in favor of preservation). The source code was temporarily public but then made private. The source code is still available to a selected group of developers. Hackbox was designed from scratch but re-used code from Cxbx for HLE routine detection.&lt;br /&gt;
|-&lt;br /&gt;
|{{Unknown}}&lt;br /&gt;
|LLE&lt;br /&gt;
|{{No}}&lt;br /&gt;
|[https://github.com/phire/kvmbox kvmbox]&lt;br /&gt;
|&lt;br /&gt;
|phire&lt;br /&gt;
|Linux&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Unknown}}&lt;br /&gt;
|HLE&lt;br /&gt;
|{{No}}&lt;br /&gt;
|[https://github.com/Gabriel-Maldonado/XboxHLE XboxHLE]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Unknown}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|{{No}}&lt;br /&gt;
|[https://github.com/bjh83/boombox boombox]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Unknown}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|{{No}}&lt;br /&gt;
|[https://github.com/docbrown/vxb vxb]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Unknown}}&lt;br /&gt;
|Unknown&lt;br /&gt;
|{{No}}&lt;br /&gt;
|[https://github.com/quantumdude836/exciplex exciplex]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Maintained}}&lt;br /&gt;
|LLE&lt;br /&gt;
|{{Yes}}&lt;br /&gt;
|[http://mamedev.org/ MAME]&lt;br /&gt;
|&lt;br /&gt;
|MAME Team&lt;br /&gt;
|Windows/Linux/Mac/Others&lt;br /&gt;
|&lt;br /&gt;
|Focus seems to be on Chihiro emulation. Does Xbox (non-Chihiro) emulation exist yet?{{citation needed}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Dead}}&lt;br /&gt;
|LLE&lt;br /&gt;
|{{No}}&lt;br /&gt;
|[https://github.com/monocasa/xbvm XBVM]&lt;br /&gt;
|&lt;br /&gt;
|monocasa&lt;br /&gt;
|Linux&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Dead}}&lt;br /&gt;
|&lt;br /&gt;
|{{No}}&lt;br /&gt;
|[http://xenoborg-emu.blogspot.com/ Xenoborg]&lt;br /&gt;
|&lt;br /&gt;
|blueshogun96&lt;br /&gt;
|Windows&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Dead}}&lt;br /&gt;
|LLE/HLE Hybrid&lt;br /&gt;
|{{No}}&lt;br /&gt;
|Fusion[http://michaelbrundage.com/project/xbox-360-emulator/] ([[Xbox 360 Backward Compatibility]])&lt;br /&gt;
|&lt;br /&gt;
|Microsoft&lt;br /&gt;
|Xbox 360&lt;br /&gt;
|Proprietary&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Maintained}}&lt;br /&gt;
|LLE/HLE Hybrid{{citation needed}}&lt;br /&gt;
|{{No}}&lt;br /&gt;
|Fission[http://www.ign.com/articles/2017/10/23/the-untold-story-of-xbox-one-backwards-compatibility] ([[Xbox One Backward Compatibility]])&lt;br /&gt;
|[http://www.xbox.com/en-US/xbox-one/backward-compatibility]&lt;br /&gt;
|Microsoft&lt;br /&gt;
|Xbox One&lt;br /&gt;
|Proprietary&lt;br /&gt;
|Announced at E3 2017. Said to be working similar to the 360 support in the Xbox One [https://youtu.be/x0NKP7-h_G0?t=8503]. The 360 support is probably ahead of time shader translation and runtime CPU translation [https://majornelson.com/podcast/584-xbox-one-backward-compatibility-turns-1/].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References and links == &lt;br /&gt;
&lt;br /&gt;
* [https://www.reddit.com/r/emulation/comments/6a958p/cxbx_reloaded_xbox_emulator_panzer_dragoon_orta/ Discussion about Xbox emulation and technical differences between [[Cxbx-Reloaded]] and [[XQEMU]]]&lt;/div&gt;</summary>
		<author><name>Monocasa</name></author>	</entry>

	<entry>
		<id>https://xboxdevwiki.net/index.php?title=Resources&amp;diff=6604</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://xboxdevwiki.net/index.php?title=Resources&amp;diff=6604"/>
				<updated>2018-12-21T20:52:02Z</updated>
		
		<summary type="html">&lt;p&gt;Monocasa: Replace beta archive.org with usable link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Xbox Post-Mortems by developers ==&lt;br /&gt;
* https://sites.google.com/site/richgel99/index#TOC-Shrek-Xbox-and-Deferred-Shading&lt;br /&gt;
* https://sites.google.com/site/richgel99/home&lt;br /&gt;
* https://sites.google.com/site/richgel99/home/xbox-1-g-buffer-attribute-packing-pixel-shader&lt;br /&gt;
* https://web.archive.org/web/20171008031141/http://www.tenacioussoftware.com/gdc_2004_deferred_shading.ppt&lt;br /&gt;
&lt;br /&gt;
== Random resources about Xbox hacking ==&lt;br /&gt;
* [https://events.ccc.de/congress/2005/fahrplan/attachments/591-paper_xbox.pdf Michael Steils Xbox Presentation from C3 in 2005]&lt;br /&gt;
* https://media.ccc.de/v/19C3-399-xbox-linux&lt;br /&gt;
* https://media.ccc.de/v/22C3-559-en-xbox_hacking&lt;br /&gt;
* https://www.youtube.com/watch?v=6fOjGLCctEY&lt;br /&gt;
* [http://www.bunniestudios.com/bunnie/proj/anatak/xboxmod.html Bunnies original Xbox page]&lt;br /&gt;
* [https://www.nostarch.com/xboxfree Bunnies &amp;quot;Hacking the Xbox&amp;quot; e-book for free]&lt;br /&gt;
* [http://web.archive.org/web/20010417064218/ddj.com/articles/2000/0008/0008a/0008a.htm?topic=graphics Article about Xbox Graphics (before release) from Dr. Dobbs]&lt;br /&gt;
* [http://www.anandtech.com/show/853 Technical article about the Xbox by AnandTech]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [https://www.youtube.com/watch?v=rUODlNffWmU 3 Xbox Bosses Share Secrets of the Console's Past (Video)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=iWQb7LGH71s Xbox Assembly Line Tour (Video)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=_gOoI57q72M XBox Oral History Panel with Nick Baker, Todd Holmdahl, and Albert Penello (Video)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=2VCb-y7MC5U?t=1248 Behind the Code - Interview with Nick Baker (Video) intresting xbox part starts 20:48]&lt;/div&gt;</summary>
		<author><name>Monocasa</name></author>	</entry>

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