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What is a BLOCK?
A block is the smallest logically addressable unit of data that a specified device can transfer in an input/output operation. For XBOX 360s that is either 16KB or 132KB.
What is a BAD BLOCK?
Bad Blocks are blocks that contain one or more invalid bits whose reliability is not guaranteed. Bad Blocks may be present when the device is shipped, or may develop during the lifetime of the device.
How to determine BAD BLOCKS?
In one block there are n Pages, all have a fixed size of 528 Bytes (nomatter if the Block is 16K or 128K). Every Page has 16 Byte big ECC data at its end. The block itself does not have ECC data, only the pages have! In theory the whole block gets filled with zeros if its bad, practicly its not like that. So, if the first 12 Bytes of the pages ECC data is nulled, the page is marked bad, so the whole block is aswell. The remaining 4 Bytes of the ECC is the CRC Data. If the first 12 Bytes of ECC is 0xFF the page has no data (empty, but NOT faulty) and if it hold anything else than 0x00 or 0xFF then the page is filled with data.
What happens when a BAD BLOCK develops?
There are two methods to replace the block.
1. Skip Block Method
2. Reserve Block Method
How does the Reserve Block Method work?
Blocks are not skipped but rather they are re-directed to a Reserved Block Area used specifically for Bad Block replacement. The Reserved Block Area also stores/saves the Bad Block Table that keeps track of the re-mapped “developed Bad Blocks”. Which method does the XBOX employ?
Short answer both. In 16MB nands the XBOX exclusively uses the Reserve Block Method, while in 256MB or 512MB nands it uses both. The MU area of the nand uses the Skip Block Method, while the area where the dash and kernel are stored uses the Reserve Block Method.
XBOX 16MB NAND BLOCK Management
If you noticed in the memory table above any Badblocks encountered are consecutively moved to the Reserved BadBlock Area. The first Bad Block(0x168) is moved to Block
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